饥荒联机版

饥荒联机版

Fast Equipment (Year Of the Depths Worm Update)
218 条留言
Nucktrooper 11 月 10 日 上午 10:08 
Thank you !
M1A1  [作者] 11 月 10 日 上午 4:05 
@Nucktrooper , done
Nucktrooper 11 月 8 日 下午 3:02 
For Don't Starve I only need 2 FXX keys, so 3 will be enough. I thought 12 might be useful to other players. It's a unfortunate the game doesn't allow more, but 3 would be great. Thank you.
M1A1  [作者] 11 月 8 日 上午 6:01 
Hi @Nucktrooper , the game itself doesn't recognize keys higher than F15. Will 3 additional keys help?
Nucktrooper 11 月 8 日 上午 3:48 
I use the side buttons on my mouse to play games, and to prevent them from triggering actions in other programs / windows, I've assigned the F13 to F24 keys. Would it be possible to add these keys in the mod?
YourLocalMedic 9 月 25 日 上午 11:55 
I would appreciate an option to make the mod specifically not remember my last equipped item. I will often be holding something that is not tied to a keybind, and for example, double press X to take out my Axe and put it away to clear my hand slot.
M1A1  [作者] 7 月 14 日 上午 11:17 
It doesnt make sense, but I agree it is a strange wording
Nucktrooper 7 月 14 日 上午 11:00 
Oh thank you. Sorry, I thought it was only to make buttons unclickable.
M1A1  [作者] 7 月 14 日 上午 10:58 
Hi @Nucktrooper , "Disable buttons" in settings
Nucktrooper 7 月 13 日 下午 2:28 
Hi, would it be possible to add an option to hide the overlay ? If I only want to use the keybinds ?
M1A1  [作者] 6 月 12 日 上午 7:55 
Hi @IceDice , try 6-8
IceDice 6 月 11 日 下午 10:56 
What is a good offset for integrated backpack layout?
TheVillain 6 月 9 日 上午 6:18 
You sure? That would be amazing!

I can try to fix it myself it you point me in the right direction - i'm not familar with Lua but i can do some XML so if its just 'swap this with that' then I might be able to do it...

Looked at the "Scythes" mod but its not as configurable as CCappu's version
M1A1  [作者] 6 月 9 日 上午 2:48 
Hi @TheVillain , in short - this is not that mod :) The one for which there is support is called "Scythes". Maybe its outdated now or something. Right now I don't have time to make full support for both mods, pls PM me, i send fix for you.
TheVillain 6 月 4 日 上午 6:21 
lol the mod link is flagged as 'potentially malicious

its just the scythe mod by CCappu

I think linking it in brackets has messed with the URL

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2328604820&searchtext=scythe
TheVillain 6 月 4 日 上午 6:06 
Been getting this error - seems to be when I run this mod with Scythe mod (https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2328604820&searchtext=scythe)


[00:01:10]: [string "scripts/util.lua"]:630: Could not find an asset matching images/inventoryimages/scythe.xml in any of the search paths.



I've added the "goldenscythe" into the mainlua as directed in the pinned discussion
No joy :(

Disabling scythe support works...but I'd quite like to have scythes supported you know?

Any suggestions on what I'm doing wrong?
Dihran 4 月 20 日 下午 3:07 
How can I add Maxwell's Codex Umbra to the ranged weapon shortcut?
M1A1  [作者] 3 月 23 日 下午 10:32 
Hi @Nucktrooper , I don't have such plans, but you can add it yourself
Nucktrooper 3 月 23 日 上午 6:43 
Hello, great work. Could it be possible to add a key to use the panflute with the biggest duration ?
ZooMKo 3 月 18 日 下午 12:44 
ah, a Fencing Sword can also crash the world i guess
슈플리 3 月 18 日 上午 4:51 
It looks like the bugs have been fixed well. Thank you!
M1A1  [作者] 3 月 18 日 上午 12:13 
Thanks guys, i think i fix it
슈플리 3 月 17 日 下午 10:17 
[01:01:28]: [string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
../mods/workshop-2049905964/modmain.lua:592 in (upvalue) CheckButtonItem (Lua) <590-643>
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
Chronos2187 3 月 17 日 上午 11:43 
Thank you the the fast update!
ZooMKo 3 月 17 日 上午 9:07 
[string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
item1 = 102613 - cane (valid:false)
item2 = 164794 - orangestaff (valid:true)
group = table: 000000010ACD4F20
../mods/workshop-2049905964/modmain.lua:628 in (upvalue) CheckButtonItem (Lua) <590-643>
item = 164794 - orangestaff (valid:true)
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
inst = 100234 - wathgrithr (valid:true)
data = table: 000000010AB2DF80
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
self (valid:true)
ZooMKo 3 月 17 日 上午 9:02 
Hello @M1A1, i also got this bug with lazy explorer and pick/axe
[workshop-2189004162 (Insight)]: Text: [string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
../mods/workshop-2049905964/modmain.lua:628 in (upvalue) CheckButtonItem (Lua) <590-643>
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
M1A1  [作者] 3 月 17 日 上午 4:54 
Hi @Shuply , i cant reproduce this crash. All works fine for me. Can you attach a crash log?
슈플리 3 月 17 日 上午 4:26 
the game crashes when crafting an item that consumes equipment as a material
ex) The Lazy Explorer, Thermal Stone
bryan 3 月 15 日 上午 7:09 
dang i really like that feature
M1A1  [作者] 3 月 14 日 上午 3:26 
Hi @bryan , yea, i disabled this because its unexpected behavior. Pressing button again should remove/replace the object in your hands, not use its ability
bryan 3 月 13 日 下午 6:58 
thanks again, has anyone noticed that when you use willow's lighter with the mod it wont activate the lighter to absorb the embers anymore? it used to be able to press it once to pull out lighter then press same button to absorb the embers. did an update mess it up or am i doing someting wrong?
M1A1  [作者] 3 月 10 日 上午 9:08 
done
M1A1  [作者] 3 月 10 日 上午 7:54 
Hi @Chronos2187 . I missed this change, never had the desire to play as a pioneer :steamhappy: I'm going to see what I can do about it.
Chronos2187 3 月 10 日 上午 7:19 
@M1A1 the knabbag is a nice addition thank you for adding, could you add Walter's slingshot upgrades as well? (his normal slingshot works but once it's upgraded it doesn't. I think it's called slingshot2) I tried just adding it where slingshot is in the main.lua but must need to add it somewhere else also.
M1A1  [作者] 3 月 1 日 上午 11:54 
Hi @bryan , thanks for writing. I'm not following the game updates right now and probably missed something. I'll try to add it quickly, it's not hard
bryan 3 月 1 日 上午 8:45 
hey, @M1A1 is there any plans on adding wortox's new weapon to this mod?
navi 2 月 4 日 下午 11:53 
can you adjust the buttons up so that it supports when the backpack is integrated, very helpful
FunkierTerror666 2024 年 12 月 11 日 上午 5:55 
I was looking for this, thanks. btw can u make the pitchfork slot toggleable?
bryan 2024 年 11 月 7 日 上午 7:41 
Thanks @M1A1 that was quick!
Cyber Skink 2024 年 11 月 6 日 下午 5:59 
hi, i love this mod. would is be possible to add machetes to the mix? i know that it's not vanilla, but i think it would help a lot. Thanks!
M1A1  [作者] 2024 年 11 月 5 日 下午 1:00 
Hi @bryan , just uploaded an update with new items
bryan 2024 年 11 月 3 日 下午 3:16 
hey, is there a way you can add Brambleshade Armor(Wormwood's upgrade to Brightshade Armor) to this mod?
Cyber Skink 2024 年 10 月 10 日 上午 11:31 
Hi, the golden pitchfork will not equip with the pitchfork keybind, would it be alright if you fixed that?
YanHarley's 2024 年 10 月 6 日 上午 8:44 
@M1A1, In my head I imagined a different way of creating these associations, and it wouldn't be through the settings or by indexing all the items. There are mods within the game that allow the player to select the item by clicking on it, and then place it in the mod slot.

I imagined something along these lines when I thought about the association, this way you don't have to worry about all the game items, just those that the user puts in the mod's slotbox. You also wouldn't need a dropdown list.

Anyway, it's just an idea that occurred to me and I completely understand your situation, don't worry! :D
M1A1  [作者] 2024 年 10 月 5 日 下午 12:14 
But I still don't see a good solution to the problem of compiling item lists and filling them, I can't just index all the game items.
You can still manually edit the lists and order of items manually in the mod code, this is done as simply and intuitively as possible
M1A1  [作者] 2024 年 10 月 5 日 下午 12:14 
Hi @YanHarley's !
Yes, I understand this idea, but it has 2 problems:
The first is the impossibility of creating dynamic (and simple drop-down) lists inside the game settings.
The second is the need to create a list of items directly. I can't allow players to enter their values because if there is a typo or mistake, the function will not work or the game will crash. That is, I will have to make a list of all in-game and mods (?) items. This does not solve the problem that I have to manually update the mod for each patch, but, of course, gives players more freedom.
Now it all comes down to the fact that I changed my job and it is associated with business trips and I have no time to finish in-game menu, which would allow me to solve at least the problem with drop-down lists.
YanHarley's 2024 年 10 月 5 日 上午 6:14 
Hi @M1A1! :)

I think this mod could work a little differently. Instead of having pre-determined positions for item types, such as weapons, armor, helmets, which are automatically assigned by the logic of the best item, the player would be able to associate a certain 'X' item as "armor", or a certain 'Y' item as "weapon" with the existing space. This way, the mod could create an association with that item, understanding that the player wants to use "that item" as a flashlight, for example.

The reason for this is that when you work with mod items, you can't use this mod, because the mapping of items that are added to the grid is managed by a list that you create considering the priority.

Does that make sense?
DarkSlayerEX 2024 年 9 月 22 日 下午 4:20 
Would you consider adding toggleable support for harvest knives?
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1506515164
M1A1  [作者] 2024 年 9 月 18 日 上午 5:06 
Hi @FUwa FUwa FUwa Fuwa , the original mod code requires redrawing all the graphics so that the cells become separate modules. I did this once at the very beginning of the update when I added a cell for a ranged weapon and have no plans to do this anymore because it takes time, which, unfortunately, I have not had for the last year
EDIT 2024 年 9 月 18 日 上午 3:56 
Could you create a function to allow tool buttons to be hidden, or suggest a way for me to hide the tool buttons if it's not convenient for you to create it?