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Wagstaff with Moggles


thevicelion

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1- It is because it's not glasses, that make sense

2- He has infroggles which is work similar to moggles
 

Spoiler

 

3- Go to C:\Program Files\Steam\steamapps\common\dont_starve\data\DLC0003\scripts\prefabs<- if you're world is hamlet compatible world, if not go DLC0002\scripts\prefabs if you don't have hamlet  in your world and you're playing in Shipwrecked compatible world, Otherwise go to DLC0001\scripts\prefabs if you don't HAM and SW in your world

B- Find hat.lua and open it

Find


inst:AddComponent("fueled")
		inst.components.fueled.fueltype = "MOLEHAT"
		inst.components.fueled:InitializeFuelLevel(TUNING.MOLEHAT_PERISHTIME)
		inst.components.fueled:SetDepletedFn(mole_perish)
		inst.components.fueled.accepting = true
		inst:AddTag("no_sewing")

Just add        inst:AddTag("nearsighted_glasses") so it become this

 


inst:AddComponent("fueled")
		inst.components.fueled.fueltype = "MOLEHAT"
		inst.components.fueled:InitializeFuelLevel(TUNING.MOLEHAT_PERISHTIME)
		inst.components.fueled:SetDepletedFn(mole_perish)
		inst.components.fueled.accepting = true
		inst:AddTag("no_sewing")
        inst:AddTag("nearsighted_glasses")

  And no blurry vision:).

 

 

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6 minutes ago, Namelessgamer said:

1- It is because it's not glasses, that make sense

 

It really doesn't. Moggles let you "see" through smell, just like the Cowl lets you "see" through sonar. Neither should be affected by Wagstaff's near-sightedness.

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22 hours ago, QuartzBeam said:

 

It really doesn't. Moggles let you "see" through smell

I mean Moggles' tooltip is grants smell-e-vision which is a joke about moles being smelly.

And speaking of moles, no, moles don't smell-see, they just have wagstaff levels of nearsighteness/blindness when exposed to light.

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8 hours ago, thevicelion said:

Well, they are goggles since they are called moggles I think.

 

  Hide contents

Just try to deny that logic.

 

But they have no lens that Wagstaff uses, so even if those are goggles then they do not fit Wagstaff.

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