Don't Starve

Don't Starve

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More Fixes
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11 Dec, 2024 @ 2:41pm
16 Oct @ 8:00am
12 Change Notes ( view )

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More Fixes

Description
Bug fixes, mostly minor changes, and modding API utilities.

Features:
  • Over 150+ bug fixes and counting. Check out the Change Notes for most of them and investigate the files for the remainder if you are interested in exactly what they are, as the fixes included in the initial release of the mod were far too numerous to record (ALL).
  • Many mostly minor changes made to bring more consistency or QoL to certain aspects of the game. Anything that could be considered a contentious gameplay change should already be configurable. Check out the Change Notes if you want to know exactly what they are (ALL).
  • New entirely undocumented modding API utilities intended to facilitate the creation of my own future mods (ALL).
  • A new Roads world customization option for base game and RoG worlds (ALL).
  • A new Aporkalypse Start world customization option for Hamlet worlds (HAM).

Configuration Options:
Name
Description
Compatibility
Default
Anti-Cheese
Highly exploitable bugs and exploits will be fixed as well.
ALL
On
Manual Workshop Sync
Suppresses automatic workshop updates and replaces the "More Mods" button with a "Sync Workshop" button.
ALL
Off
Save After Clock Resync
Saves the game after resyncing a world's clock to reduce the possibility of permanent clock desync from crash or force-exit after world travel.
SW, HAM
On
No Loading Images
Disables the loading images introduced in the 2023 Mega Update.
ALL
On
Old MoreLots Distribution
Resources set to "More" or "Lots" will spawn outside their usual biomes as they did pre 2023 Mega Update.
ALL
On
Where's Maxwell?
Maxwell's intro will not play out if he is not on the Nightmare Throne anymore.
ALL
On
Insta-Ping Divining Rod
Divining Rod can now be pinged on demand.
ALL
On
Merciful Codex Umbra
Codex Umbra can no longer kill its user.
ALL
On
Hungry Stackable Glowflys
Glowflys will starve and stack like Butterflys and other insects.
HAM
On
Pig Bandit Loot Fix
Pig Bandits will drop meat or pig skin like all other pigs.
HAM
On
Handheld Navigadget
Wheeler's Navigadget will be visibly held while equipped.
HAM
On
Wormwood Flower Sanity
Wormwood will gain sanity from planting Butterflys into Flowers.
HAM
On

Known Issues:
  • None at present.

Incompatible Mods:
  • Any mod that adds the food affinity system from DST (functionality already included in More Fixes).
  • Any mod that adds the epic scare system from DST (functionality already included in More Fixes).
  • Essential Fixes (still relevant fixes already included in More Fixes).
  • Madness World (functionality already included as a configuration option in More Fixes).

Special Thanks To
  • rezecib for his "upvaluehacker.lua" and "brainsurgery.lua" mod utility scripts sourced from his Rezecib's Rebalance mod for DST.
  • Leonidas IV for his "utils.lua" mod utility script sourced from his own fix mod, Bug Fixes!, that I modified for my own purposes in this mod.

Please report unmodded bugs (meaning reproducible with mods disabled) to the official bug tracker[forums.kleientertainment.com] and not here. More Fixes related bug reports must be reproducible and include a pastebin link to your latest log file in the case of a crash or I won't bother investigating it.
40 Comments
king  [author] 16 Oct @ 8:28am 
New update is out, including the requested toggle for clock resync auto-save and fixes to the other issues reported relatively recently. The update was mostly done months ago I just had not gotten around to releasing it until now as I had been distracted with other games and wanted to give the update more testing first, but it seems to work just fine from my brief testing today. I am still figuring out exactly what I had changed from the previous version as I had not been keeping track, but I know the most notable fix is that the buggy armor priority system has been replaced with an even damage split between armors similar to DST. Whenever I get around to working on the next update I want to focus on reorganizing the code to make it more easily maintainable, so there might not be anything beyond hotfixes for a while.
我不是DDC 16 Oct @ 7:05am 
@king Thanks to the author. After all, some modules will make the next season come early after loading the sub-world.
king  [author] 16 Oct @ 6:17am 
@我不是DDC If you are referring to this mod's function of auto-saving after resyncing a world's clock, then yes I will add a configuration option to disable it in the next update.
我不是DDC 16 Oct @ 6:00am 
@king Could you please add a function to disable auto-saving after entering a new world (such as caves and volcanoes) (this should be included with this repair mod)? Some mods cause abnormal survival times when entering a new world. If this option is added, it would allow for rollbacks in the game console without modifying the save files. Thanks to the author.
NBGFRyan 27 Jul @ 8:14pm 
@king Oh really? I'm not really well versed in coding so I genuinely had no clue. You're very welcome that I was able to bring this to light, I genuinely had no clue how I managed to trigger this, from the screenshot, I was just messing around testing some stuff in another save, that or I wanted to check out tumbleweeds because of a comment someone said regarding them, I picked a couple of tumbleweeds and I guess the game just spawned a blueprint with something invalid?

Again I'm not really lua savvy so I can't say much :P
king  [author] 27 Jul @ 7:32pm 
@PootisWizard Interesting. The crash appears to be rooted in whatever recipe pulled for the blueprint spawned from the tumbleweed lacking a registered name in the game's strings. The blueprint prefab file in Bug Fixes! is actually identical outside of a single unrelated DLC check made for adding the floatable component, so this crash would actually occur without the mod as well. It only came up as Bug Fixes! fault as it had overwrote the blueprint prefab with its own version that had been later implemented in base game during the Mega Update. I will look into fixing this before launching my next update, but in the meantime if it is any consolation Bug Fixes! does not appear to be at fault for this. Thanks for bringing this to my attention.
NBGFRyan 27 Jul @ 5:35pm 
@king here's the imgur that snips part of the crash log: https://imgur.com/a/V2stpuF
I have a crash check mod to help me if the game "soft" crashes (hard crashing to desktop doesn't yield anything and I forget to check the log.txt files afterwards).

The full log that I copy pasted can be found as comment #56 in the thread.
What he said after I posted about it:
> "Hey PootisWizard, that seems to be coming from this mod, ye. There's not much reason to have this mod enabled anymore, most of the fixes got implemented in the base game. Probably not worth the time to fix this."
king  [author] 27 Jul @ 4:38pm 
@PootisWizard Huh, strange you would encounter a crash like that. I could not see anything in Bug Fixes! that I would think could cause a crash with tumbleweeds. If you have any more information on that crash I would be interested to know in case it is something easily fixable from my end, but if not maybe I will expedite my plans to bring over at least some of that mod's features myself and break compatibility sooner than planned after next update.
NBGFRyan 27 Jul @ 2:38pm 
@King ah, that's understandable, I only say my comment because while the two can co-exist together without issues, I actually ran into a crash with Leo IV's bug fixes! mod regarding tumbleweeds, and he has confirmed its that mod's end, so I had to disable it, which sucks because of some "QoL" stuff included in the mod (some of the stuff I listed as examples in ()).

But again, I understand and not particularly in a rush, they're just "small details", nothing 'game-breaking' or anything of that sorts that needs to be fixed.

Thank you again for this mod :sans:
king  [author] 27 Jul @ 2:24pm 
@PootisWizard Sorry for the late response. Bug Fixes! by Leonidas IV is already mostly compatible with More Fixes by design. The only known issues are the equip animation fix, which is force disabled by More Fixes for sake of mod compatibility (the fix is hacky and could break mods that append equip functions), and our Wes torso fixes conflicting (next update includes a fix to workaround this). I will consider fixing at least some of the bugs myself in the future to avoid needing to enable Bug Fixes! at all, but given the bugs it fixes are fairly benign and our mods are already compatible it is not a priority for me at the moment.