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maybe its possible independently use resurection in multi-worlds ? (4more world - master -shard - shard shard ++ )

~~~modinfo.lua

name = campfire_respawn , option = false , true

~~~modmain.lua

prefabfilelist ={ campfire list~ }

if GetModConfigData("campfire_respawn ")  == true then
table.insert(prefabfilelist ,"campfire1")

table.insert(prefabfilelist ,"campfire2")
end

world1 modoverride.lua   ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = false  }, enabled=true },

world2 modoverride.lua   ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = true }, enabled=true },

world3 modoverride.lua   ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = false}, enabled=true },

world4 modoverride.lua   ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = true }, enabled=true },

 

 

maybe its possible independently use resurrection in multi-worlds ? (4more world - master -shard - shard shard ++ )


like world 1,3 is cant use campfire respawn, and 2,4 use resurrection

not testing yet, im wondering curios

 

 

 

 

 

oops its cant independently use resurrection in multi-shards world

any tips here? or in a mod that may be referred 

26 minutes ago, cashya said:

oops its cant independently use resurrection in multi-shards world

any tips here? or in a mod that may be referred 

nevermind, i found it

local function OnRezPlayer(inst)
    inst.sg:GoToState("spawn_pre")
end

--Campire Respawn : Code
if GetModConfigData("campfire_respawn") == true then
    AddPrefabPostInit("campfire", function(inst) 
        inst:AddComponent("hauntable")
        inst.components.hauntable:SetHauntValue(TUNING.HAUNT_INSTANT_REZ)
        inst:AddTag("resurrector")
        inst:ListenForEvent("rez_player", OnRezPlayer) 

    end) 
end

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