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    • JoeW

      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!

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Found 10 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!
  6. If >= 2 players use my custom character in the same server then the skill won't work unless all of them activate it. I think the game use the same variable (local ZenRest, local MidStr, etc.) instead of individual variable for each of them? How can I fix this? modmain.lua oisaokuto.lua
  7. I would like a character of mine to be able to sleep during the day, dusk, night and in caves. If it would be easier to make a custom sleeping item, that would be good too. But it would be preferable for it to work with every bed. I looked through other mods that had similar abilities, but they led to dead ends that I couldn't figure out. Thank you for any help!
  8. For the character I'm making (this is the last request, I swear!), to offset the speed bonus around trees, maybe being unaffected by the speed boost of roads (or maybe half the bonus?) would balance them out nicely. I found some variables like "self.fasteronroad" in components\locomotor.lua, but other than that I couldn't find a lot relating to the speed bonus. Any help will be greatly appreciated!
  9. For a custom character I am making, I want to be able to sneak around enemies or be able to get closer to a mob without it knowing I'm there. For example, I could get closer to a rabbit before it notices me and runs back to its home, or I can get closer to a bird before it flies off. I'm aware of the "scarytoprey" and "notarget" tags, but they basically remove detection altogether. Any help would be greatly appreciated!
  10. Hello. Need some advice or help on next problem. There are components "edible" and "finiteuses". Is there a way to make food with for example, 3 uses? I assigned these components to item and when i try to use it as eat - it dissapears without using charges. I have thoughts to make straightforward solution to summon this item again with function OnEaten with less charges but this is a little bit stupid. Is there other way to combine "edible" and "finiteuses"?