Grymlahv Posted June 27, 2020 Share Posted June 27, 2020 (edited) Hi everyone! I am very new to the modding thing. I am trying to make a character mod for Don't Starve Together. He's gonna be a Rock person. Following along with the tutorial on the Klei website, it all seems fairly straightforward. However, I've run into a little snag (being that I have no coding experience, and don't want to screw up my game) I need help with a few things.Firstly, a slightly slower sanity drain, I set his sanity to 50, but i'd like it to drain a bit slower. Found someone else's thread to help here! Spoiler Secondly, how to make it so he can mine boulder and etc, with his fists. Spoiler Thirdly, how he can give off a warmth aura exactly like a thermal stone.Fourthly, how to drain his sanity near pickaxes.And lastly, how to make food non edible, but minerals edible for him. Spoiler Any help would be appreciated. Edited July 25, 2020 by Grymlahv Link to comment Share on other sites More sharing options...
Grymlahv Posted June 29, 2020 Author Share Posted June 29, 2020 So, if I added this code (taken from the Rock lobster prefab rocky.lua) to my mod inst:AddComponent("eater") inst.components.eater:SetDiet({ FOODTYPE.ELEMENTAL }, { FOODTYPE.ELEMENTAL }) Would that set him to only eat minerals? Or would that conflict with anything? And would I need to go through and give values to every mineral for health, hunger, saniy and whatnot? Link to comment Share on other sites More sharing options...
Grymlahv Posted June 30, 2020 Author Share Posted June 30, 2020 So, by using the rock lobster codeinst.components.eater:SetDiet({ FOODTYPE.ELEMENTAL }, { FOODTYPE.ELEMENTAL }) it did make him able to eat rocks AND blacklisted everything else! however I will need to go back through and change some values on the minerals as they don't give enough hunger to actually not starve Link to comment Share on other sites More sharing options...
Grymlahv Posted July 1, 2020 Author Share Posted July 1, 2020 (edited) I've looked at Ultroman's Tutorial Fun with Food, and I was able to change mineral values to actually work. But now my code doesn't want to play nice anymore. The code crashes with an out of memory error. Here's the code I added to my modmain (however, rereading I know it needs to go in my master_posinit) Spoiler local food_stat_dict = { flint = { health = 0, hunger = 15 }, rocks = { health = 0, hunger = 5 }, goldnugget = { hunger = 0 }, nitre = { health = 5, hunger = 5 }, moonrocknugget = { health = 0, sanity = 10, hunger = 5 }, redgem = { health = 50, sanity = 0, hunger = 0 }, orangegem = { health = 25, sanity = 0, hunger = 25 }, yellowgem = { health = 0, sanity = 0, hunger = 50 }, greengem = { health = 0, sanity = 25, hunger = 25 }, bluegem = { health = 0, sanity = 50, hunger = 0 }, purplegem = { health = 25, sanity = 25, hunger = 0 }, opalgem = { health = 50, sanity = 50, hunger = 50 }, thulecite = { health = 300, sanity = 50, hunger = 100 }, } for food_prefab, food_stats in pairs(food_stat_dict) do AddPrefabPostInit(food_prefab, function(inst) inst.components.edible.healthvalue = food_stats["health"] or 0 inst.components.edible.hungervalue = food_stats["hunger"] or 0 inst.components.edible.sanityvalue = food_stats["sanity"] or 0 end) end When I run this I get an error in my log file. Spoiler [00:01:55]: error calling PrefabPostInit: flint in mod Warden the Wall: [string "../mods/Warden the Wall/modmain.lua"]:91: attempt to index field 'edible' (a nil value) LUA ERROR stack traceback: ../mods/Warden the Wall/modmain.lua(91,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(162,1) in function 'mod' scripts/mainfunctions.lua(267,1) This doesn't make sense to me. because I've tested it with things I know have an edible component, like meat. Anyone know how to fix this? Edited July 25, 2020 by Grymlahv Link to comment Share on other sites More sharing options...
Ultroman Posted July 25, 2020 Share Posted July 25, 2020 (edited) On 7/2/2020 at 1:46 AM, Grymlahv said: This doesn't make sense to me. because I've tested it with things I know have an edible component, like meat. Anyone know how to fix this? Flint doesn't have an edible component. If you want inedible things to become edible, you have to add an edible component to it first and set it up. But then the thing will be edible for everyone on the server, so you have to handle that. I'm pretty sure you can search an answer up for that one. It might even be in the tutorial list or in Fun With Food. I can't remember. Edited July 25, 2020 by Ultroman 1 Link to comment Share on other sites More sharing options...
Grymlahv Posted July 25, 2020 Author Share Posted July 25, 2020 Thanks for the advice, but I've actually fixed this issue a while a go! I should probably update this thread a bit, huh? Link to comment Share on other sites More sharing options...
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