Don't Starve Together

Don't Starve Together

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11 Comments
404_coffee.exe 6 Jul, 2024 @ 1:26pm 
You are a saint in my eyes and just to make sure are you still going to update this mod for instance if I find a bug and what not.
Crocdor 7 Apr, 2022 @ 10:20am 
does not want to show up in mod menu or in the game files...
anuradeux  [author] 30 Sep, 2021 @ 8:57pm 
I confirmed spoil time and usages work for meatballs, axe, lantern, honey.

If there is a specific item that is bugged, please add details and also ensure that it's caused by this mod (load only this mod, or unload it to see if the text is from a different mod).

Not sure what burn time is referring to.

Also note that the text does not update on every tick. For instance, if you use an axe, it seems to update after you finish swinging or if you move the cursor away and back over the item. Same goes for durability
anuradeux  [author] 30 Sep, 2021 @ 8:47pm 
This works with combined status (I use that mod). In theory, this should work with all mods, as the update only modifies text, and anything else should be guarded.

As for burn time, I'm getting back into the game and will take a look.

Screenshots are from the original mod; if I get to it I'll update them.
vòng xoáy của lao lý 23 Sep, 2021 @ 7:39am 
good work
Evolution 2 Aug, 2021 @ 10:51am 
Does this work with "Combined status"?
Kain Morgen 9 Nov, 2020 @ 6:09pm 
Same for me. Spoil time / amount of usages / burn time is shown as always completely full / max.
Tried the mod by hosting a game from within the game.
At least the mod doesn't crash with 0% lanterns this way like the old version does.
I wonder why your screenshots show food spoiling 32.5d/40d for honey though.
anuradeux  [author] 28 Sep, 2020 @ 12:29am 
Which items specifically? Does it work with the mod disabled, or is it a new field that you see?
Axiiu 25 Sep, 2020 @ 10:20pm 
Hey my uses/time left/spoiling time wont update. It stays maxed out at 10/10 etc. just letting ya know. Nice mod :)
anuradeux  [author] 11 Aug, 2020 @ 1:08pm 
I don't have a good answer to that, but this mod is read only and should theoretically be quite robust. The problem I addressed previously was that we were calling methods that affect things beyond the mod. This is naturally impossible to control, so I've limited it to only affect things within the mod. This alone should help prevent bugs down the road.

Overtime though, the game may change certain variables, and will inevitably require fixes to support new features. That is expected, and crashes there will help find a solution.
Sin 10 Aug, 2020 @ 12:53am 
how long will it take before the mod becomes outdated and causes crash issues again until someone else feels like fixing it :redbat: