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      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
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      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
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Everything posted by DarkKingBoo

  1. Nightvision has to be run inside of 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) --This should be obvious 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 --In 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) --This is here to make sure the NightVision is enabled when a player rejoins. This is the code I use in my mod. I'm sure theres a better way to WatchWorldState bit, but it'll work.
  2. Which is why hes the villain in DS.
  3. Use ThePlayer instead of GetPlayer()
  4. For all we know, it could be a bug of the API. I'd say its worth contacting Fidooop about, and just because hes busy doesn't mean you shouldn't try to report a problem that you found/have with his mod, imo.
  5. I don't know why I wasn't notified, but no. Right now its Steam only, it will be released outside of steam when the mod is finished.
  6. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a mod that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) sometime ago. The mod is configurable and has a couple of neat features as well. You can view/download all the mods here. You will also need this mod if you want to access the skins for the mobs. Features Configuration Options General Info: -to be worked on later- Notes: Major Bugs: ToDo: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. - @Fidooop for making modded skins API, making it possible. -Logzombie for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group I have a server that runs the mods daily, information can be found on the steam group page. (Also it will be in the beta branch). The initial goal was to make all mobs fun/interesting for coop/pvp, which is still being worked on. So if you got any feedback/suggestions let me know.
  7. Contact the creator of the Modded Skins API, he is the one that will help you the most.
  8. TMI is broken, find the fixed version on the workshop or don't use it.
  9. Unfortunately, this was a dedicated server crash and I wasn't online when it happened, so I'm not sure on what exactly happened. A terrorbeak seemed to have crashed the server when using GetDistanceSqToInst on a wes player. Multiple people were wearing bone helmets. Log attached.
  10. Hmm I was not aware that the health redirect doesn't stop stunning, my bad. I'm assuming the tornado is staff_tornado prefab. You may need to add additional code to the tornado stategraph to specifically ignore your character in the destroystuff function. I'm sure there is some form of AddStategraphPostInit (there is another method but I need to remember how to do it), however I can't look it up today. Since your character is summoning tornadoes, you can take the simple way and simply make a copy of the SGtornado (and rename it to something else) and make the changes and have the tornadoes use that stategraph when summoned. I'll answer back with a "cleaner" solution when I can.
  11. --as its own function above masterpostinit local function tornadoimmunity(inst, amount, overtime, cause, ignore_invincible, afflicter, ignore_absorb) return afflicter ~= nil and afflicter.prefab == "prefabnamehere") --you can also do afflicter:HasTag("name") if you want to filter it by tags. end --in masterpostinit inst.components.health.redirect = tornadoimmunity
  12. Its already in the game.
  13. Check your settings for the TexCreator tool (I assume you're using this). recommended is: Pixel Format - DXT5 Texture Type- 2D Mipmap Resize Filter- Default Also what version of Textools are you using? I actually had to use an older version of textools since the latest version wasn't converting the images with the settings I actually set for it.
  14. I've run into an issue on my dedicated server, I've recently made reserved slots for the server and made a whitelist.txt. The issue is that I don't know how to format it. I've added all the Klei IDs into their own line (no commas or anything else really). However it seems like only the last ID works. I can't find any sort of guide that fixes this issue so any help would be appreciated. Example of what I did: ID_1 ID_2 ID_3
  15. Or use this: inst.components.temperature.maxtemp = 60 Goes in the same place that SuperDavid mentioned.
  16. I got the game and once I started a world I felt betrayed immediately.
  17. Use ThePlayer instead of GetPlayer(). GetPlayer() is deprecated.
  18. Don't know how that will work with wilson...
  19. I don't think you need to check for mastersim in a addprefabpostinit, have you tried without the mastersim check?
  20. I wonder what the max amout of pages is.
  21. I think people are just misunderstanding what you said in that post. I would love pirate themed skins, but I think obsidian firepit's design is fine as it is. The alternate design you mentioned would be pretty cool as a skin for it though. I'm not sure how you can make cast-away look different than the survival set, what do you mean by "sea-themed"?
  22. I'm aware of how it works, I've made 3 whitelist slots for 3 people. However my whitelist.txt seems to give only one person in the list the reserved slots, so the other two (including me) don't get to use those slots. My problem is that I'm not listing the names properly (supposedly anyways). I do use the console whenever I do get locked out of my server, but working around the problem isn't going to fix the problem I've stated (Also I'm not always around, so when another admin tries to join but can't, things get frustrating). As I stated before, the point of this thread is to fix that specific problem I have. I know I replied to you with a bit of frustration before, but I should've appreciated that you're trying to be helpful by providing alternative solutions to the problem. I'm sorry if I came off as rude. I've found this guide before, but unfortunately you didn't show how to list multiple people (Unless I missed something). As stated above, someone on the list is getting access to the reserved slots, however only that person has access to those slots. Theres 3 slots and 3 people listed in whitelist.txt. Do the ids need to be seperated with a "," or what? Getting it to work with just one id is fine, but getting multiple ids to access those slots is my problem.