MrBlueYeti Posted May 7, 2019 Share Posted May 7, 2019 Hello, i am trying to make a mod which makes you able to use torches as fuel for campfires but i don't really know what i'm doing. I tried something but it just crashes the game so i'm wondering if anyone could help me. The lines i have ''written'' (copy & pasted from the game files and some other mods and editted a little) in the modmain file are as following : local fire_prefab = { --Standard game firepits 'firepit', 'campfire', 'coldfire', 'coldfirepit', function ignite inst.replica.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if item and item.prefab=="torch" then inst:AddComponent("fuel") inst.components.fuel.fueltype = "TORCH" inst.components.fuel.fuelvalue = TUNING.SMALL_FUEL --item to be fueled:-- local function inst:AddComponent("fueled") inst.components.fueled.accepting = true inst.components.fueled.fueltype = "TORCH" inst.components.fueled:InitializeFuelLevel(TUNING.CAMPFIRE_FUEL) return end end Thanks in advance. Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/ Share on other sites More sharing options...
Ultroman Posted May 7, 2019 Share Posted May 7, 2019 (edited) Lots of things wrong here. Normally I'd list the things, but there are just too many. The syntax is all up in flames on this one, and half the code is about making the torch fueled, not make it work as a burnable fuel. From your code and by your own admission, you have no idea how LUA works, so it wouldn't really help, anyway. Sorry if that sounds harsh, but it's just the truth, m8 But I will help you, because that's what we do here. If you want to get into modding, I suggest you meticulously go through my newcomer post, and spend some time studying the simple mods in there, AFTER taking the LUA Crash Course. What you're trying to do is really simple, so I'll leave the complete code in a spoiler here, so you can either just copy/paste it and never look back, or you can look at the newcomer post and learn how to do it yourself, and then check the spoiler to see if you got to the same solution as I did. Good luck in your ventures, m8 Modding is fun and rewarding, so I hope you take the long road, and join us on the other side. We'll be here if you need us. Spoiler Simplest version: AddPrefabPostInit("torch", function(inst) if not inst.components.fuel then inst:AddComponent("fuel") inst.components.fuel.fuelvalue = TUNING.SMALL_FUEL end end) This next version will allow you to make more non-fuel items into fuel, by simply adding the prefab name to the list. local prefabs_to_make_into_firepit_fuel = { 'torch', } for i, v in ipairs(prefabs_to_make_into_firepit_fuel) do AddPrefabPostInit(v, function(inst) if not inst.components.fuel then inst:AddComponent("fuel") inst.components.fuel.fuelvalue = TUNING.SMALL_FUEL end end) end Edited May 7, 2019 by Ultroman Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1190542 Share on other sites More sharing options...
MrBlueYeti Posted May 8, 2019 Author Share Posted May 8, 2019 thank you Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1191099 Share on other sites More sharing options...
MrBlueYeti Posted May 8, 2019 Author Share Posted May 8, 2019 I read the LUA crash course but i still have some questions. 1. What does "inst" mean? (install?) 2. What does "init" mean? (initialize?) 3. How do i make it so you can only use the torch as fuel when you are holding a specific item? (preferably another torch) Thanks in advance. Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1191187 Share on other sites More sharing options...
Ultroman Posted May 8, 2019 Share Posted May 8, 2019 inst <=> instance The game has prefabs. There is a "torch" prefab, which defines a torch. When you spawn a torch, you create an "instance" of the torch using the prefab. Think of prefab as a blueprint and instance as the product of building a thing using that blueprint. Yes That's a bit more difficult, because having the fuel component on an item automatically makes it always be fuel for anyone holding it. You'd have to do something like extending the TakeFuelItem function on the fueled component of all the things accepting the BURNABLE fueltype, and do a check on the doer's HANDS equipslot to see if they are holding a torch, and if not, you return false immediately, without running the original function. Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1191289 Share on other sites More sharing options...
MrBlueYeti Posted May 9, 2019 Author Share Posted May 9, 2019 thanks again. I have one more question. I tried to make it possbile to ignite a firepit with a torch, but it doesn't seem to work ingame. I was wondering if you could maybe check it out. AddPrefabPostInit("firepit", function(inst) if not inst.components.burnable then inst:MakeSmallBurnable(inst, TUNING.SMALL_BURNTIME) end end) Thanks in advance (again), Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1191833 Share on other sites More sharing options...
Ultroman Posted May 9, 2019 Share Posted May 9, 2019 (edited) If you'd want a torch to ignite the firepit, you wouldn't want to change the firepit, you'd change the torch. Try this: AddPrefabPostInit("torch", function(inst) inst.components.burnable.canlight = true end) Edited the code. This should work. Edited May 9, 2019 by Ultroman Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1191837 Share on other sites More sharing options...
MrBlueYeti Posted May 10, 2019 Author Share Posted May 10, 2019 I tried but it doesn't work. Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1192161 Share on other sites More sharing options...
Ultroman Posted May 10, 2019 Share Posted May 10, 2019 Yeah, I see. Let me see. It should be enough just to make it fuel. All the ignite-stuff is on the firepit... I don't know what the problem is. Torches can ignite my firepit when I use the original code here AddPrefabPostInit("torch", function(inst) if not inst.components.fuel then inst:AddComponent("fuel") inst.components.fuel.fuelvalue = TUNING.SMALL_FUEL end end) Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1192192 Share on other sites More sharing options...
MrBlueYeti Posted May 10, 2019 Author Share Posted May 10, 2019 I found out i was trying the wrong thing in-game and the code actually works. Thank you. Link to comment https://forums.kleientertainment.com/forums/topic/105798-need-help-with-torch-campfire-mod/#findComment-1192286 Share on other sites More sharing options...
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