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http://forums.kleientertainment.com/user/290854-nycidian/?tab=idm
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[MOD REQUEST] Forbidden Knowledge as Intro Mod
Nycidian replied to CDVR's topic in [Don't Starve] Mods and tools
It would be better to use a widget to load images frame by frame it would still be large I imagine not to mention be somewhat difficult though doable. -
[WIP Collab] Charlie Character Mod
Nycidian replied to Seyph's topic in [Don't Starve] Mods and tools
I haven't really looked closely at what Xainfaith was doing but If I remember correctly he put the follow behavior first and the bunny was still running away when you got close to it however that's what he said, its possible it wasn't working like he thought it was. Anyway if he does not get back to me with a week or so I'll be looking at it more closely, thank you for the imput -
[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
Well then while I appreciate the suggestion and I realize the hassle I'm going to continue with it even if no one finds it useful I have a couple of mods planned that will use the features so it will be nice for all of them and it is teaching me ton about lua which honestly is why I do any of this. I still would like to know if there are any other way to communicate between mods other than the global variables or events, just a name of a method so I knew where to look would be awesome. -
[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
Because if I understand what your suggesting that would require other mods to also have my mod loaded for it to work which them means those mod would require their down loaders to also download my mod for it to work. That is if I understand what your suggesting. -
[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
This is off topic sorry malacath, though it seems your question was answered so I won't feel to bad about derailment. I'm asking this for my mod BTW. Do you you think a more secure way rather than using global variable would be push and listen for event calls to communicate between the sub mods? It would be a bit more complicated but less likely to be messed with by other mods I would think. I just don't know of another way to communicate between mods other than events or the global variable. -
Well then it seems to me you answered the ops thread
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Could a mod unload the file somehow?
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[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
Well yes you have a point I was just responding to your query about having compatibility between multiple mods. -
Well that is certainly not the way to encourage it.
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[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
Actually there is a way to do that without overwriting you make a sub mod like I'm designing with AManager that only loads once no matter how many mods its in. AManager currently can be placed in 100 different mods and it would only be present once ingame and since this in't a component it would actually be far easier to do as I had issues with components but sqeek helped me figure it out. -
Don't Starve Themepack [4 Windows 7]
Nycidian replied to brainchill's topic in [Don't Starve] Mods and tools
I am also struggling with what this had to do with mods- 7 replies
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[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
With "the basic mod" are you talking about a secondary mod to add this functionality to your mods? -
[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
What about this as a more universal solution/ function ModPlayerProfile(PlayerProfile) local oldIsCharacterUnlocked = PlayerProfile.IsCharacterUnlocked function PlayerProfile:IsCharacterUnlocked(character) local oldres = oldIsCharacterUnlocked(self, character) if table.contains(LOCKEDMODCHARACTERLIST, character) and not self.persistdata.unlocked_characters[character] then return false end return oldres endendAddGlobalClassPostConstruct("playerprofile", "PlayerProfile", ModPlayerProfile)Then add any character you want locked into LOCKEDMODCHARACTERLIST And add any character you want to unlock to persistdata.unlocked_characters You then can use the same solution for all your mod characters or if you add multiple in a single mod and others could use the same solution. Just a thought. -
[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
I looked at the variable CHARACTERLIST all it is is a simple array with the character prefab names so my guess is nothing bad would happen doing simply table.insert( CHARACTERLIST, "waverly") -
[Need Opinion] Making Mod-Characters locked by default
Nycidian replied to Malacath's topic in [Don't Starve] Mods and tools
As i edited while you were replying To clarify, you would need to add your character to CHARACTERLIST by default and then add it to persistdata.unlocked_characters when it became unlocked. I'm pretty sure that would work without touching the function and would always be compatable with other mods as long as you just added to the tables and did not overwrite characters. Am I wrong?-
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