ROM Hack WIP Don't Starve mods

falcorr

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TitleID: 0100751007ADA000

I recommend using SimpleModManager.

The game files are mostly as found on PC. This is a rough, partial re-enabling of mods. I expect they can be enabled entirely. Also, the nature of the game's files means there's a lot of room to fix bugs. Most of the game is exposed in lua.

WIP [v1.0.6 / v393216] Enable mods

Re-enables the mod menu.

Simple mods currently work, e.g. Display Food Values. Combined Status fails, for instance, so there's still work to be done.

Individual mod configuration options are currently unable to be edited in-game. You can manually change them in each modinfo.lua file.

The names of mod directories currently need to be manually added to /scripts/modindex.lua in two locations, around lines 126 and 166. Dirty, I know, but it's been rough often having no debug info and simply crashes.

The console log can now be toggled with R3.

Skips the intro movie while it's at it.


Working examples
Display Food Values (shows what items provide when browsing inventory)
Quick Work (short animations)
Status Values (numerical values under status UI elements, player temperature)
Frequent Autosave (four times a day instead of once)


Only using LayeredFS
Chester, Glommer non-targets (both no longer targeted by enemies)


For others who may want to improve on this:
  • TheSim:GetModDirectoryNames() fails due to presumably looking in the wrong location. If you can have modindex.lua discover mod directory names on its own, go for it. I've been failing to get popen / lfs things to work.
  • My initial attempts to enable in-game reloading of scripts have failed. DoReload() appears to be untenable. Haven't seen mention of the debug CTRL+R or c_reset() I found googling.
  • Mod crashes without console log info might be avoided by testing them with a new game, not loading into an existing one.
  • Mods without assets seem to be the ones likely to run. Assets cause mods.lua to fail with unpack(arg), arg undeclared, for one. Assets being anything beyond the base mod directory's modmain, modinfo, modicon files. AddPrefabPostInit seems to not work.
 

Attachments

  • DontStarve_EnableMods_v393216_v1.0.6_0100751007ADA000.rar
    30.7 KB · Views: 193
  • DontStarve_QuickWork_v393216_v1.0.6_0100751007ADA000.rar
    222.1 KB · Views: 174
  • DontStarve_DisplayFoodValues_v393216_v1.0.6_0100751007ADA000.rar
    39.7 KB · Views: 248
  • DontStarve_ChesterGlommerNonTargets_v393216_v1.0.6_0100751007ADA000.rar
    8.1 KB · Views: 142
  • DontStarve_StatusValues_v393216_v1.0.6_0100751007ADA000.rar
    7.9 KB · Views: 184
  • DontStarve_FrequentAutosave_v393216_v1.0.6_0100751007ADA000.rar
    8.1 KB · Views: 130
Last edited by falcorr,

SkullHex2

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Sorry for necroposting, but I don't understand how we're supposed to do this: «The names of mod directories currently need to be manually added to /scripts/modindex.lua in two locations, around lines 126 and 166. Dirty, I know […]»
What's the format we should use?
is it needed even when using SimpleModManager?

Thank you and sorry again.
 

yobahddz

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Can you enable mods in don't Starve together switch edition please I have the game but I and find any mods for us also we need some mods for port from PC to our switch
 

Nana2007nt

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I recommend using SimpleModManager.

The game files are mostly as found on PC. This is a rough, partial re-enabling of mods. I expect they can be enabled entirely. Also, the nature of the game's files means there's a lot of room to fix bugs. Most of the game is exposed in lua.

WIP [v1.0.6 / v393216] Enable mods

Re-enables the mod menu.

Simple mods currently work, e.g. Display Food Values. Combined Status fails, for instance, so there's still work to be done.

Individual mod configuration options are currently unable to be edited in-game. You can manually change them in each modinfo.lua file.

The names of mod directories currently need to be manually added to /scripts/modindex.lua in two locations, around lines 126 and 166. Dirty, I know, but it's been rough often having no debug info and simply crashes.

The console log can now be toggled with R3.

Skips the intro movie while it's at it.


Working examples
Display Food Values (shows what items provide when browsing inventory)
Quick Work (short animations)
Status Values (numerical values under status UI elements, player temperature)
Frequent Autosave (four times a day instead of once)


Only using LayeredFS
Chester, Glommer non-targets (both no longer targeted by enemies)


For others who may want to improve on this:
  • TheSim:GetModDirectoryNames() fails due to presumably looking in the wrong location. If you can have modindex.lua discover mod directory names on its own, go for it. I've been failing to get popen / lfs things to work.
  • My initial attempts to enable in-game reloading of scripts have failed. DoReload() appears to be untenable. Haven't seen mention of the debug CTRL+R or c_reset() I found googling.
  • Mod crashes without console log info might be avoided by testing them with a new game, not loading into an existing one.
  • Mods without assets seem to be the ones likely to run. Assets cause mods.lua to fail with unpack(arg), arg undeclared, for one. Assets being anything beyond the base mod directory's modmain, modinfo, modicon files. AddPrefabPostInit seems to not work.
Hi can you help me mods for don't starve version 1.0.9...
Thanks so much.
 
Last edited by Nana2007nt,

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