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Found 5 results

  1. Hi. First off, I apologise for mis- and dis-use of technical terms, I've never done game graphics before. (With that in mind, ELI5 ) I'm trying to fix Afro1967's DST Freezer - specifically, the issue that the mouse prompt will change to open/close well outside the opaque area of the mod's sprite (this is really annoying around crockpots): As I understand the code, the sprites for opened/closed freezer are in the anim/freezer.zip: ... local assets= { Asset("ANIM", "anim/freezer.zip"), Asset( "ATLAS", "images/inventoryimages/ui_freezer_3x4.xml"), Asset( "IMAGE", "images/inventoryimages/ui_freezer_3x4.tex"), } local function onopen(inst) inst.AnimState:PlayAnimation("open") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") inst.Light:Enable(true) end local function onclose(inst) inst.AnimState:PlayAnimation("closed") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_close") inst.Light:Enable(false) end ... So I put that into krane -> ktech -> imagemagick to look at the frames' alpha channel. There is a smudge in the lower left, but nothing like the huge area where I get the open/close prompt. I tried cleaning up the png, using the new version to replace the tex file in freezer zip, but that didn't help (at least not much). How should I go about fixing this? (Bonus points for mac/linux-compatible tools).
  2. I've made a custom structure, placeholder name is "Cave Machine", and when built lets you access the "CaveTech" tech tree, along with the "CaveTab" crafting tab. I've followed guides, everything of the sort. I'll attach the entire mod to this thread, but here are the key lines of code. here is the error from the crash log, it doesn't reference any of my code or any of my files, so I am kinda stumped. Any help would be greatly appreciated! Cave Content Surfaced.zip
  3. I have a custom item that I want only my character to be able to pick up. I based my code off of this post here for it, here is the code. It's in the local function fn(). inst.components.inventoryitem.onputininventoryfn = function(inst, player, inventory) if player.prefab ~= "wisniowski" then inst:DoTaskInTime(0.1, function() player.components.inventory:DropItem(inst) player.components.talker:Say("She woudn't want me to touch this.") end) end end When I try to put it into a container (like a backpack), I get this error (in the crash log, which I will upload too) [00:00:55]: [string "../mods/Wisniowski/scripts/prefabs/sleepbag..."]:106: attempt to index field 'inventory' (a nil value) LUA ERROR stack traceback: ../mods/Wisniowski/scripts/prefabs/sleepbag.lua:106 in (field) fn (Lua) <105-108> scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> scripts/update.lua:170 in () ? (Lua) <149-228> Any help resolving this issue would be greatly appreciated! client_log.txt
  4. My character has mottephobia, AKA fear of butterflies and moths! I have it so they lose sanity when in a radius of a butterfly, but I wanted there to be a chance of them announcing when they get near a butterfly. I got everything right, except I probably don't have the math.random() done right, because when the chance < 0.50, they never say it. But when I change it to chance < 0.75, they say it every time. Here's the code. local chance = math.random() --near butterfly inst:DoPeriodicTask( 0.1, function(inst) local x, y, z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 4.0, {"butterfly"}) if #ents > 0 then if inst.wisniowski_mottephobia == nil then if chance < 0.50 then inst.components.talker:Say(GetString(inst.prefab, "ANNOUNCE_BUTTERFLY")) inst.components.sanity.dapperness = (TUNING.DAPPERNESS_LARGE * -1) inst.wisniowski_mottephobia = true else inst.components.sanity.dapperness = (TUNING.DAPPERNESS_LARGE * -1) inst.wisniowski_mottephobia = true end end else if inst.wisniowski_mottephobia ~= nil then inst.components.sanity.dapperness = (TUNING.DAPPERNESS_SMALL * -1) inst.wisniowski_mottephobia = nil end end end ) Any help is appreciated!
  5. I have a character with a custom hat that adds 6 slots of inventory, like an icepack. In the prefab file, I have inst.components.container:WidgetSetup("icepack"). If the character has the hat on and a backpack equipped at once, only one can be opened at the same time. Would it be possible to have both open at the same time? I don't have any experience with widgets other than the one line of code I inserted above. Ideally, when one is equipped it will behave normally, but when both a backpack and the hat bag item is equipped, the backpack's inventory will push upwards (towards the character's health, sanity, etc.) and the hat's inventory will push downward (towards the map controls), so you could easily have access to both inventories at once. Thanks for any help!