Developer zarklord_klei Posted May 17, 2019 Developer Share Posted May 17, 2019 This is gonna be random stuff I found. WARNING: doing any of this stuff inside a survival world is not recommended, it can soft lock save files, and various other things. there is a new prefab called "animalhat" upon spawning it, it does well this: it uses a new component called LivingHat, now this thing is clearly a test(for instance, the "animalhat" automatically attaches itself to ThePlayer(player 1)) but, we might see some pet or enemy that lands on our head. The water color is dynamic, allowing you to do this: console command: Spoiler rainbowcolor = {1, 1, 1, 1} rainbowtask = TheWorld:DoPeriodicTask(1, function() local watercolor = TheWorld.components.watercolor watercolor.start_color = shallowcopy(watercolor.current_color) watercolor.end_color = shallowcopy(rainbowcolor) watercolor.lerp = 0 rainbowcolor[1] = (rainbowcolor[1] + math.random() * 0.25) % 1 rainbowcolor[2] = (rainbowcolor[2] + math.random() * 0.18) % 1 rainbowcolor[3] = (rainbowcolor[3] + math.random() * 0.32) % 1 end) a component called SeasonManager got randomly added to the beta with the following code: local SeasonManager = Class(function(self, inst) self.inst = inst end) local season_manager = SeasonManager() function SeasonManager:IsWetSeason() return false; end function SeasonManager:IsDrySeason() return false; end function GetSeasonManager() return season_manager end this might be here so that some of the code snagged from SW didn't need to be rewritten, or it might be a hint of things to come. When poking around on the code for lunar islands, a couple new map tags got added(map tags control things like sandstorms, and the ruins and the atrium) some were not interesting, but others were slightly more so: we got these two tags: "nohunt"(blocks the hunting tracks from spawning) and then we ALSO got the tag called "moonhunt" which currently blocks hunting tracks from spawning, along with being required for mutated pengulls, now this seems like a ton of infrastructure just for pengulls, so I imagine later on down the line there being special moon hunting tracks that do something cool. oh, also the lunar islands don't have deerclops/bearger attacks, so that's cool, i guess. I will keep updating this if/when I find more cool stuff, so check back occasionally. Link to comment Share on other sites More sharing options...
Mobbstar Posted May 17, 2019 Share Posted May 17, 2019 Time to totally hijack those new tags for our own purposes! Link to comment Share on other sites More sharing options...
Guacha Posted May 17, 2019 Share Posted May 17, 2019 47 minutes ago, Zarklord said: This might be here so that some of the code snagged from SW didn't need to be rewritten, or it might be a hint of things to come. They did say it was the framework for the other updates Link to comment Share on other sites More sharing options...
AceTheMartyr Posted May 18, 2019 Share Posted May 18, 2019 this is a wild ride i wouldnt want to get off of Mr bones Link to comment Share on other sites More sharing options...
Terra_Zina Posted May 18, 2019 Share Posted May 18, 2019 16 hours ago, Zarklord said: it uses a new component called LivingHat, now this thing is clearly a test(for instance, the "animalhat" automatically attaches itself to ThePlayer(player 1)) but, we might see some pet or enemy that lands on our head. Klei pls I wanted this since day 1 Klei PLS I WILL LITERALLY PAY MONEY Link to comment Share on other sites More sharing options...
minespatch Posted May 18, 2019 Share Posted May 18, 2019 2 hours ago, Terra_Zina said: Klei pls I wanted this since day 1 Klei PLS I WILL LITERALLY PAY MONEY A cathat would be fun. Link to comment Share on other sites More sharing options...
-Variant Posted May 19, 2019 Share Posted May 19, 2019 I thought the same thing when I found the Animal hat. I Wonder if the frog was just for testing/animating purposes or if the creature's gonna be frog related. I assume the water color and season checker are gonna work hand in and in the future. I hope we get some like, animals and parasites that latch onto you, Slurper style. Oh, and can you find anything on the Net? And can you find how the items in water works, now? In SW each item's got an animation for being in the water, and whatnot. But in DST it seems that items that fall in the water are just cut off, and bob. I'll try to find images on the water. Link to comment Share on other sites More sharing options...
Hornete Posted May 20, 2019 Share Posted May 20, 2019 On 5/17/2019 at 5:08 PM, Zarklord said: [snip snop] Do you know any way I can spawn the water "turf"? I really need the tiles Link to comment Share on other sites More sharing options...
Werecrowe Posted May 20, 2019 Share Posted May 20, 2019 I don't know when/if the net will be craftable, but I do know that it can be used to retrieve things in the ocean (driftwood, antchovies from the shoals, and puffins, though you can't actually catch them as they fly away after the net opens). Looking forwards to it though! Link to comment Share on other sites More sharing options...
JohnWatson Posted May 20, 2019 Share Posted May 20, 2019 snip snop Link to comment Share on other sites More sharing options...
4 Da LOLs Posted May 20, 2019 Share Posted May 20, 2019 On 5/19/2019 at 6:07 AM, -Variant said: I assume the water color and season checker are gonna work hand in and in the future. imagine if your just sailing around then all of a sudden the water turns red as symbolizing some form of event happening like a boss fight Link to comment Share on other sites More sharing options...
cezarica Posted May 20, 2019 Share Posted May 20, 2019 And a second later would turn yellow-ish .. cos i just soiled my pants. xD Link to comment Share on other sites More sharing options...
patdogr Posted May 21, 2019 Share Posted May 21, 2019 On 5/19/2019 at 7:37 PM, Omaremad74 said: Do you know any way I can spawn the water "turf"? I really need the tiles Which one are you referring to? The new ones? The old one? Link to comment Share on other sites More sharing options...
Hornete Posted May 21, 2019 Share Posted May 21, 2019 Just now, patdogr said: Which one are you referring to? The new ones? The old one? The new water added to the beta. Link to comment Share on other sites More sharing options...
patdogr Posted May 22, 2019 Share Posted May 22, 2019 9 minutes ago, Omaremad74 said: The new water added to the beta. not too sure what you mean by "spawn the turf" but try this local pt = TheInput:GetWorldPosition(); local x, y = TheWorld.Map:GetTileCoordsAtPoint(pt:Get()); local tile = TheWorld.Map:GetTileAtPoint(pt:Get()); TheWorld.Map:SetTile(x, y, GROUND.OCEAN_START); TheWorld.Map:RebuildLayer(tile, x, y); TheWorld.Map:RebuildLayer(GROUND.OCEAN_START, x, y); TheWorld.minimap.MiniMap:RebuildLayer(tile, x, y); TheWorld.minimap.MiniMap:RebuildLayer(GROUND.OCEAN_START, x, y) you'll notice that the tile doesn't actually load so just restart world after doing that command and the tile will update Link to comment Share on other sites More sharing options...
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