Don't Starve Together

Don't Starve Together

Handymanness
47 Comments
Scofield 22 Nov, 2019 @ 11:52am 
games crashes everytime i try to enter server with this mod.
SurDno 29 Oct, 2019 @ 2:23pm 
[00:03:38]: [string "../mods/workshop-496747385/modmain.lua"]:8: variable 'c_give' is not declared

Yikes. Any intention on fix this?
Hider 17 Oct, 2019 @ 6:50am 
vismutp я согласен хотел поиграть а оно вылетело :DSTsmallbird:
hime  [author] 20 Apr, 2019 @ 12:57pm 
@vismutp: Мод работает. Играю сам с этим. Пожалуйста, поделитесь информацией о вашей конфигурации, если вы хотите сообщить о проблеме. И напиши на английском в следующий раз.
vismutp 20 Apr, 2019 @ 10:40am 
Мод не работает. Игра вылетает переодически.
hime  [author] 1 Apr, 2016 @ 11:42am 
@Kain Morgen: My promise to look into it still holds. But as I told you before, it will take a while. And thanks for pointing me to the mod that works on clients. I might learn how to get my mods working as well...
Kain Morgen 31 Mar, 2016 @ 10:17am 
This is as good as it gets:

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
Kain Morgen 20 Mar, 2016 @ 4:26pm 
Hello Hime,
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.
xDizzyBx 21 Nov, 2015 @ 11:37am 
Thanks for the answer, and I appreciate the work and I understand. I did not delete it though, just deactivate it while playing with controller. I tried it out with keyboard and mouse and is amazing. I just hope some modder can upate that for you someday.
hime  [author] 21 Nov, 2015 @ 6:39am 
@Azahziel: Thanks for trying it out, and I'm sorry I'm not working on this anymore. You are not the first to ask for controller support, but it is a lot of work and I haven't the time or drive to do it myself, not at the moment. If you or anyone would like to work it (and share credit, of course), I'll be happy to help.
xDizzyBx 20 Nov, 2015 @ 6:04pm 
This has no controller support right? I had to download the outdated auto equip for the single player version, this one looks so much better but I play with a controller...
hime  [author] 10 Oct, 2015 @ 1:52pm 
@Zackreaver: So, it's up with the fix. Please let me know if it's working at your end. You also get a couple new features: you can now use the CTRL key instead of ALT to enable/inhibit, and you can toggle an "economic" mode on - default off, old behaviour. This prevents you from auto-crafting tools which, although not in your equipment, i.e. equippable, are lying around in the vicinity for you to pick up. I noticed I just kept crafting axes and shovels in spite of not needing them, and just putting them down at a small distance will now inhibt auto-crafting.
hime  [author] 10 Oct, 2015 @ 1:45pm 
I threw the towel when I saw the (in my opinion) mess they made of the Equip/Unequip routines, which are obviously tantamount for making this mod. I would have to dig further into how they validate the client side for this. Of course it requires a round trip to the server, that I new without having to look at the code, but the way it was implemented plus the lack of documentation put me far off.
I'm almost through here, will upload momentarily...
[☆] Zackreaver 10 Oct, 2015 @ 1:38pm 
Most users that use mod's don't actually know how mod's work and where the crashes come from. As a modder myself I know how the log file communicates with direct cause of a crash.

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
hime  [author] 10 Oct, 2015 @ 1:26pm 
@Zackreaver: Thanks for the helpful input. Of course the mod can be made to work server-side, but I found the API too messy to be worth the effort. Sorry to let you down, but you are most welcome to pick up from where I stopped, if you feel up to the challenge.
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.
[☆] Zackreaver 10 Oct, 2015 @ 4:33am 
I don't know if that's the only instance where the crash would occur, but a good way to fix the crash entirely would be to do this.

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.
[☆] Zackreaver 10 Oct, 2015 @ 4:31am 
Hey there, like the mod idea but theres a bug I noticed.

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.
hime  [author] 22 Aug, 2015 @ 1:04am 
@Foset: I'm not saying I won't do it, but the priority for this is quite low. On top of all the bugs, there are far more cost-effective features to implement. Believe it or not, what you think of as "just for the right button" implies rewriting the whole mod - either in duplicate, which is ugly, or reengineer it so it can do both things, which is fun. But both would be a lot of work. Just live with it, at least for now, ok?
Foset 21 Aug, 2015 @ 5:47pm 
Awesome mod great work, if you could get the actions to the mouse clicker too that would be amazing. Such as having dig show up on a right click without the item equipped, then equipping and using it. Just like what you have now with spacebar, but including mouse options.
hime  [author] 21 Aug, 2015 @ 5:19am 
@Lunarsky: Problem is I don't play DST myself, so I'm doing these ports in the dark. I'll try to figure it out. Send me a friend request if you'd like to help test it. I'm in the GMT +1 time zone.
Lunarsky 21 Aug, 2015 @ 3:24am 
hi! i think your mod is a great idea but unfortunately i can't use it if i'm joining someone's server :( if i make my own then it works fine. could you fix it please? thank you!
hime  [author] 13 Aug, 2015 @ 7:17am 
*the miner hat is worn on the HEAD*. :D
Blame the summer heat.
hime  [author] 13 Aug, 2015 @ 7:12am 
On top of it all, the code interfaces for finding what light sources are around you is laughable at best, so I can't really tell whether putting the torch away is safe or not. I'm experimenting a bit, but back to your point, given that both mods need to know the same thing (as far as the hand equipment slot is concerned), and this "same thing" is pretty complicated to figure out (because of how the game scripts were "engineered"), I am now leaning towards keeping the whole shebang together. Let's see how it goes tonight...
hime  [author] 13 Aug, 2015 @ 7:12am 
@Rusty: Actually, putting more thought into that is one of the reasons I didn't rush it yesterday. Design-wise, both mods would hinge on the problem you just outlined: having light is more important than auto-equipping anything else, i.e., if you need the torch, you can't equip a weapon. The issue gets more complicated as you can have several types of light sources with you: a lantern can be dropped and still provide light, a yellow amulet is worn on the body (and then there are the mods with specific slots), and the miner hat is worn on the hat. (1000 char limit...)
Rusty | SkyPaladin 13 Aug, 2015 @ 6:28am 
I think your earlier idea of seperating the current functionality of this mod into "Weapons / Armor Readiness" and "Tools Handymanness" is a great idea to help you troubleshoot some of these issues seperately
Rusty | SkyPaladin 13 Aug, 2015 @ 6:27am 
Yeah ok, maybe I was first testing your mod with Wickerbottom or someone else other than Wynn when I first started asking for compatibility. I've really been enjoying using this mod of late, but unfortunately when it gets dark is a nightmare once your tech has progressed some, as every time I land a blow (even when I'm left clicking instead of using F) it then swaps out the torch or miner hat for a better weapon / helmet, which then plunges you into darkness, and then you can't attack any more (due to that nerf they brought in preventing using action / F in darkness). I have been using the Extra Equip Slots mod, so I guess I haven't even begun to playtest using this mod with the whole backpack OR armor dynamic of vanilla.
hime  [author] 13 Aug, 2015 @ 5:10am 
@Rusty: Equipping should have been working all along: it is one part of the code which is properly engineered, so I select items which are capable of "chopping" and so on, including whatever modded items. This functionality should have been there since the beginning, maybe you just didn't notice? :)
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. ;)
Rusty | SkyPaladin 12 Aug, 2015 @ 8:28pm 
No worries Hime, I'm patient. You're doing a great job man, all good! Oh, did you actually include Wynn's recycled tools in the action priority list? I didn't expect it, but was pleasantly surprised that they're working for me now (not the auto-recycling part, but if I only have a recycled axe, it will be equipped while actioning near a tree, etc)! :steamhappy:
hime  [author] 12 Aug, 2015 @ 2:56pm 
Oh crap, slightly set back by... programmer's problems you probably don't want to hear about. The lighting is more complicated than it should be. The mod seems to work fine with client-only, though. I'll upload it tomorrow after I've put some more time into it.
hime  [author] 12 Aug, 2015 @ 9:52am 
@Rusty: Torch issues and client only will be up soon. Hopefully a bit more too. ;) Tomorrow the latest
Rusty | SkyPaladin 12 Aug, 2015 @ 9:28am 
Client-only would definitely be the preferred option, if that's possible without much trouble?
Rusty | SkyPaladin 12 Aug, 2015 @ 9:27am 
Handymanness seems to be working fine so far, no actual bugs at all. Only suggestion I have is that you do some work on the torch. It seems to be classified as a weapon, and so is auto-equipped early in the game when the characters have no science / alchemy level weapons when something like a pickaxe would do fine. Also, when walking around at night and wanting to pick something while carrying a torch, it sometimes puts away the torch and equips a shovel, which can be quite disastrous if you can't find your torch in time! Did you say it was at all possible to find a way to auto-equip torches when it's dark (or this might cause similar problems as already explained, such as accidentally setting alight enemies / base)? :dstools:
hime  [author] 10 Aug, 2015 @ 1:13am 
@Rusty: (what's with the 1000 char limit?!) I don't have to tell you the documentation of this (any game's) code is as good as none. It would make sense to have crafting items being validated by the server, and as the calls related to that in the game's scripts do have some networking in them, I went for this before. If you and your pals validate it is working, I'll make it client only and we see what happens. Unfortunately I have to go a little shotgun here, as I haven't fully figured the network voodoo they implemented. I even experienced some apparent lag while playing on a local server, which is preposterous.

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.
hime  [author] 10 Aug, 2015 @ 1:13am 
@Rusty: I didn't say I wouldn't support Wynn, I said it's low priority. ;) Do you agree that, for this mod, all other modifications (torch/light in darkness, bug catching, milk) should come first? As well as making a decent, separate mod for the weapons and armour - still thinking about a name for that one. And then I have two other mods to migrate to DST.
Rusty | SkyPaladin 9 Aug, 2015 @ 4:56pm 
Just to give your mod some praise, "Whenever I cut down a tree I craft an axe and shovel, cut the tree, dig up the roots for an extra log, and collect everything on the ground. This mod allows me to do all of that crafting, cutting, digging, and collecting all with the one button - talk about convenience!" :dssmallbird:
Rusty | SkyPaladin 9 Aug, 2015 @ 4:46pm 
The reason I was pushing for fully client-only is because if you and our clients have Internet / FPS lag issues when hosting, it can be very complicated trying to find a public server with the mods you like, or show a friend how to find / subscribe / enable your favourite mods before they generate a new world. I don't know the first thing about lua coding, but it seems like everything the mod does is just client-sided?
Rusty | SkyPaladin 9 Aug, 2015 @ 4:42pm 
Yeah it's true what you say about More Actions, all its interfacing is through right-click, so that would defeat the purpose of your spacebar mod trying to interact with it, etc
Rusty | SkyPaladin 9 Aug, 2015 @ 4:40pm 
No worries Hime, I'm not too phased about the super-compatibility with Wynn, it's only your perogative to prevent clashes rather than work so closely with other mods. Wynn's ability is supposed to be good at repairing items, but as you say it would definitely be cheaty if she automatically crafted the near-used-up normal tools into the recycled ones all the time. I'll just have to keep an eye on their durability while using them. However, is there any way for you to add her recycled tools to the list of tools that your mod auto-equips when pressing action (i.e. equip recycled axe when near trees, etc)?
hime  [author] 9 Aug, 2015 @ 2:45pm 
@Rusty: The Wynn character is nice, I'll give you that, but supporting his special ability would involve a lot of dedicated code. It is unlikely I'll ever get around to doing that, it is too specific.
hime  [author] 9 Aug, 2015 @ 2:42pm 
@Rusty: So, back to your suggestions... Torch & co is underway.

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.
hime  [author] 9 Aug, 2015 @ 7:20am 
@Rusty: Those are lots of good ideas, but first things first: get it working! Cross functionality with other mods should be easy; torch was on my todo list already; pushing items through recycler would be too cheaty; configure screen looks ok here; weapon/armor is really minimally implemented, might move into a separate mod as there is no shared code; I'll try making it client only, I pushed to the server to start with just to cover all bases.
Rusty | SkyPaladin 9 Aug, 2015 @ 6:53am 
I'm finished testing so far today, but just had a couple more ideas to write down. I didn't try to see what happens if it's dark and you have the resources to craft a torch (or other light source) if it will do that for you automatically? What about if you're freezing or over-heating?
Rusty | SkyPaladin 9 Aug, 2015 @ 6:51am 
Might you be able to link some of your auto-actions to the ones from More Actions ( http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=447092740 ) , like Search and Hide or Take Refuge? What about milking beefalo from the Beefalo Milk and Cheese mod ( http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=436654027 )?
Rusty | SkyPaladin 9 Aug, 2015 @ 6:41am 
Since I love this mod so much and am really finding it so very useful, I don't suppose you would be able to add to your list of tools to be equipped the recycled ones made by the mod character Wynn the Environmentalist ( http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=479169756 )? It would be really cool if, while using a normal tool or weapon, as soon as it's down to it's last use, the action key would stop using it and actually utilise Wynn's Recycle craft menu and turn the nearly used up tool / weapon into a recycled version of it, and continue using that!
Rusty | SkyPaladin 9 Aug, 2015 @ 6:36am 
It must be the resolution of my laptop and the new DST menu, but when I try to configure the mod I can't really make sense of those lists of preferences. Maybe if you bring in a screen shot of that configurtion screen from the solo DS it will help people get around this issue? :dstools:
Rusty | SkyPaladin 9 Aug, 2015 @ 6:36am 
Also, regarding the configuration of the mod, is there any way to prioritise which "weapons" will be drawn vs monsters when using F? I mean, a torch is a more preferable weapon, when it sets stuff on fire and they go off and burn everything in their path? :dswilsonscared:
Rusty | SkyPaladin 9 Aug, 2015 @ 6:03am 
Ig and I have subscribed to it, but he's going offline now. I'm going to test it solo in DST for a bit, then next time I'm playing again with others I'll get them to friend request you, so we can start testing it together. Any way to turn it into a fully client-only mod instead of server (or all-clients-must-have, whichever it is)?