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报告翻译问题
I'm glad you were able to solve the issue, just keep in mind that this is going to be the new mod directory going forward. Instead of copying the mod to the old mods folder in the game's directory, might I suggest just creating a shortcut to the 322330 folder and keep that in the game's directory instead, that way you can easily access any of the more recently updated mods as well as your older mods if you ever needed to.
You're free to do what you want tho! I just figured I'd try to save you the headache in the future when any of your mods eventually update, not just this one haha
To me dst has another whole light when your work is in it. It adds so much Quality of life in the game its absurd, i really love your work. Keep killing it, its brilliant.
LUA ERROR stack traceback:
=[C] in function 'error'
scripts/strict.lua(23,1)
scripts/mainfunctions.lua(1485,1)
=[C] in function 'SetPersistentString'
scripts/mainfunctions.lua(26,1) in function 'SavePersistentString'
scripts/modindex.lua(119,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(106,1) in function 'BeginStartupSequence'
scripts/main.lua(476,1) in function 'callback'
scripts/modindex.lua(735,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(709,1) in function 'Load'
scripts/main.lua(475,1) in main chunk
scripts/mods.lua(537,1) in function 'LoadMods'
scripts/main.lua(356,1) in function 'ModSafeStartup'
scripts/main.lua(477,1)
=[C] in function 'SetPersistentString'
scripts/mainfunctions.lua(26,1) in function 'SavePersistentString'
scripts/modindex.lua(119,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(106,1) in function 'BeginStartupSequence'
scripts/main.lua(476,1) in function 'callback'
scripts/modindex.lua(735,1)
=[C] in function 'GetPersistentString'
scripts/modindex.lua(709,1) in function 'Load'
scripts/main.lua(475,1) in main chunk
[00:02:00]: [string "scripts/modutil.lua"]:35: modname must be supplied manually if calling GetModConfigData from outside of modmain or modworldgenmain. Use ModIndex:GetModActualName(fancyname) function [fancyname is name string from modinfo].
LUA ERROR stack traceback:
=[C] in function 'assert'
scripts/modutil.lua(35,1) in function 'GetModConfigData'
../mods/workshop-850125165/scripts/repairdata.lua(59,1) in main chunk
=[C] in function 'require'
../mods/workshop-850125165/modmain.lua(3,1) in main chunk
=[C] in function 'xpcall'
scripts/util.lua(780,1) in function 'RunInEnvironment'
In the mod's folder (Steam\steamapps\workshop\content\###\850125165) there's a file called customdata.lua. In that file you can actually add in your own custom values for a couple different things, repair values for either the hammer or nightmare fuel, repair blacklists, as well as the ability to add in your own "hammer" tool. There's instructions included as to how to do it, the only thing you'll need to know is the marble hammer's internal "prefab" name (what name you use to spawn it through code, etc).
If you need a help with anything, let me know!
It does work on a new world and on another old world but this specific one just breaks
If you wish to change the item it needs to be repaired or change the repair behavior to adapt the magic repair instead (empowering with nightmare fuel) you can change it and customize its repair value in the "customdata.lua" file shipped with the mod. Just remember to back up the file as it will get overwritten whenever the mod updates in the future.
Reinforcing is a unique mechanic to Winona where you can actually extend the max durability of a hammer-repairable item, up to double its original durability. You'll need one of Winona's trusty tape and one repair ingredient of the item you're trying to reinforce.
Let me know if there's anything else I can clarify for you!
I have been out of the loop of DST for some time but as the WX rework seems to be lighting up my old gang(3 of then main him) i began to organize our modpack.
so i have some questions how does this mod interact with other mods? we use a combination of "repair combine" with "Refuelable Magic"(Guess this one get replaced by yours) and have being eyeing some like "tropical experience".
also is "enpowering" as you say in "change log" is the same as "reinforcing" as you say in the features?
One of these days I might fix the modded recipes showing up in the right tabs, but for now as long as it's stable they'll just be found in the modded crafting tab.