DarkKingBoo

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About DarkKingBoo

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  • Biography I make mods sometimes, I also probably do other stuff as well.
  • Location Under your bed probably.
  • Occupation Professional Wash Cloth

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  1. I've been hosting a dedicated Server for few weeks now. It was working fine just before the update yesterday. Now whenever I launch the server, it will give me the "no auth token found" error. I've tried making a new token which didn't work. I don't know what I'm supposed to do, I would post this to the Dedicated Server bugtracker subforum but I don't know the password. or did something change and I just didn't know about it? Edit: It seems that verifying the files for the 2nd time worked. I'm guessing I must've accidentally downloaded the update for the main branch rather than the beta branch, causing the token to not work(?).
  2. Maybe try this: local nest = c_find("moose_next_fx", 30); nest:Remove()
  3. Not sure, I don't mess around with speech files, but if you know a line that sets your speechfile then sure it should work. Otherwise Idk.
  4. I do love the sound of new mobs/bosses. Seems like a fun stuff. also I do a bit of mob-related stuff so hopefully I can help at some point maybe...
  5. Yes, use inst.CurrentModdedSkin to do this, just be noted its set to "none" on initilization (I think?) so you might have to do DoTaskInTime stuff calling a new function in masterpostinit. so like this: if inst.CurrentModdedSkin == "formal" then --stuff end
  6. It might be that the uiclock can't have any more (or less?) than 16 segments, at least thats what the error message implies. I'm not sure you can get past this sort of error via modding.
  7. I don't think theres an easy way to make it immune to only fire, but you can use this to be completely immune to overheating: inst.components.temperature.maxtemp = 60
  8. Terrorbeak teleport code is in his stategraph, I believe its his "hit" state.
  9. If the other mod is working then you're probably missing something from that mod to make it work. Perhaps study more closely on that other mod and see what all it does.
  10. For Nightvision: --put these somewhere above common_postinit local NIGHTVISION_COLOURCUBES = { day = "images/colour_cubes/ruins_light_cc.tex", dusk = "images/colour_cubes/ruins_dim_cc.tex", night = "images/colour_cubes/purple_moon_cc.tex", full_moon = "images/colour_cubes/purple_moon_cc.tex", } local function SetNightVision(inst, enable) if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(NIGHTVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end --put this in your common_postinit: inst:WatchWorldState( "isday", function() SetNightVision(inst) end) inst:WatchWorldState( "isdusk", function() SetNightVision(inst) end) inst:WatchWorldState( "isnight", function() SetNightVision(inst) end) inst:WatchWorldState( "iscaveday", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavedusk", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavenight", function() SetNightVision(inst) end) SetNightVision(inst)
  11. help

    Try this: local function OnTurnOn(inst, isnight) if inst.components.talker then inst.components.talker:Say(TUNING.CLOSETEXT) if inst.SoundEmitter:PlayingSound("talk") then inst.SoundEmitter:KillSound("talk") end inst.SoundEmitter:PlaySound("dontstarve/maxwell/talk_LP_world6", "talk") inst:DoTaskInTime(2, function(inst) inst.SoundEmitter:KillSound("talk") end) end end local function OnTurnOff(inst, isnight) if inst.components.talker then inst.components.talker:Say(TUNING.GONETEXT) if inst.SoundEmitter:PlayingSound("talk") then inst.SoundEmitter:KillSound("talk") end inst.SoundEmitter:PlaySound("dontstarve/maxwell/talk_LP_world6", "talk") inst:DoTaskInTime(2, function(inst) inst.SoundEmitter:KillSound("talk") end) end end
  12. inst.components.health.fire_damage_scale = x where x is the multiplier. So 0 will make you immune, 1 will be normal, 0.5 will give you 50% resistance.
  13. The build in the character select screen unfortunately is coded to look for the build named after your prefab name. You'll likely need to do something with the puppet, that iirc is in wardrobe.lua.
  14. "Full moon phases now start and stop properly in Lights Out mode." Hooray! This annoyed me and my friend for awhile now. I'm gonna enjoy this new mob...