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todochores's Issues

Feature suggestion: put items in chests.

It would work like this:

  • 1 find nearby chests
  • 2 open them
  • 3 put similar items from your inventory/backpack to the chests
  • 4 mark them somehow as visited.
  • 5 go to 1

screens/modconfigurationscreen not found by Amnesiac

Had to disable this mod today, my world randomly started crashing, and was fixed by removing only this mod :(

apparently klei did a hotfix recently that has something to do with the optionsscreen.lua:

"They removed scripts/screens/optionsscreen.lua, which was old code (had been replaced by scripts/screens/redux/optionsscreen.lua a while ago with the UI update for The Forge). I still had some code trying to modify optionsscreen.lua. They did a hotfix that added optionsscreen back, though. I removed the code referring to it in 2.2.4 (second update today)."


Found what is causing the crash,

in scripts/components/choreshelpers.lua

require = GLOBAL.require
Inspect = require("components/inspect")
ModConfigurationScreen = require "screens/modconfigurationscreen"

apparently they must have removed screens/modconfigurationscreen because its showing as missing in the crash log I posted in your bug report discussion.

I fixed it by disabling the requirement for it, but it will crash if I try to open the options in-game. Hopefully you can fix :)

DeploySpacingRadius doesn't work

Sadly, it appears that Klei seriously messed with the plant placement radius. When stuff like grass and bushes are placed, the space they take up is not a square, or a perfect circle, or at least it's not centered on the spot the object is placed. When I clicked the book to plant a grid, all the slots showed up as green, but some started to turn red as plants were planted. It seemed to follow a pattern, but it didn't seem to be regular. The unplantable spots even varied depending on my camera angle. The pattern was also different depending on which plant was being planted.

I could post grids of what turned red when what was planted, but I think it might be combinations of plants that make nearby spots unplantable, and the one that turned it unplantable was just the last straw. Sometimes when I dug up the plants that successfully planted, the spot they occupied was unplantable, so even the order you plant them in matters!

I don't even want to think how frustrating this would be for someone trying to place them by hand.

Fortunately, this complex, challenging problem can be easily solved by ignoring it and setting DEPLOYSPACING_EXTRA to 0.3. It plants the rows lined up then, with no unplantable gaps, at any angle, for any plant that I could see. I tried 0.1 and 0.2 but only 0.3 was free of error. If that's too much of a gap... then I dunno what the solution is.

Make the mod "remember" the selected icons

every time we restart a game, the icons selected are reset to the default
I propose to introduce a saving mechanism for remembering those every time we close the widget

ToDoChores no longer working

This seems kind of random, I tried reinstalling the mod but that didn't do anything. It was working fine yesterday morning, and I don't really remember if it updated or if Don't Starve Together updated. No buttons work, none of them do anything so far. I've also tried using it in my other world, and that didn't work either. However, it was working on my current world yesterday like I said.

Auto Craft Marble Been (by Vezérszattyán)

  • Marble Been
Vezérszattyán: hi :D
taichunmin: hello
Vezérszattyán: i have a bigquestion :D
taichunmin: what's your question?
Vezérszattyán: this mod got a auto marble crafting in the future :S ?
Vezérszattyán: this mod my best but this mod can make somany marble :DD
taichunmin: currently can plant Marble Bean
taichunmin: and can auto mine adult Marble Shrub
taichunmin: Did you mean craft from Marble to Marble Bean?
Vezérszattyán: yes . sorry for my englis :D
Vezérszattyán: :D
taichunmin: I don't have plan to add craft from Marble to Marble been feature
Vezérszattyán: ohh :S
Vezérszattyán: last time i make 4000 marble tree one game year
taichunmin: because I can not figure out how to let user to assign amount of craft
taichunmin: Do you have any idea?
taichunmin: about how many time to craft?
Vezérszattyán: minimum 7day in game
taichunmin: I think the best solution is to add a recipe which craft a lot at once
taichunmin: but add recipe need server only mod
taichunmin: maybe can write a new mod
taichunmin: this mod is client only mod
Vezérszattyán: but this mod can craft axe shovel and pickaxe ?
taichunmin: yes, but if you craft 100 marble bean will take a lot of time
taichunmin: Is it okay?
Vezérszattyán: yes
taichunmin: let me think about that

Make tooth traps in the Plant row

it gets rather annoying placing each tooth trap in close proximity for future hound attacks

it gets even more annoying that the little holes from a used up tooth trap disappears and you have to move the mouse inch by inch just to plant it in the hole

Bug with planting marble beans

Just as a reminder for myself:
Game crashed when trying to plant marble beans, could not register the log in that occasion
Needs further investigation

Holding a shovel bugs the "backpack" setting. (report by Nyan)

Just equip a shovel, and hit the backpack button.
*Tested on twigs and grass
It will begin to pick it, but will stop and re-try before succesfully doing so.
It's not game-breaking, you can just unequip the shovel and it'll work, just notifying you <3

Structure "planting"

Some structures are better if correctly spaced and ordered
I suggest an action for building structures in the same way we implement planting
The structure to "plant" could be(do not need all in the list if not deemed necessary):
-Chests (!)
-Drying racks
-Pig houses
-Bunny houses
-Other suggestions?

Ofc we cannot check if the user has all the needed materials so it could be a chain of ifs for the recipes:
if wood->boards
if boards->chest

What do you think?

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