O_Atoba_Azul Posted November 24, 2020 Share Posted November 24, 2020 So, I'm trying to make a Crab King Rework mod, one of the things I wanted to do is remove it's ability to cause leaks. I think I found what I need to remove to make that work but I don't know how. boat:PushEvent("spawnnewboatleak", {pt = pt, leak_size = "small_leak", playsoundfx = true}) --this was found on crabking.lua, I think it's the correct thing. Link to comment Share on other sites More sharing options...
pickleplayer Posted November 27, 2020 Share Posted November 27, 2020 Unfortunately, since this is part of a local function within the crabking's prefab file, it looks like you might need to edit it's code directly in order to disable it. That would mean just copying crabking.lua into your mod's prefab folder and simply removing that line of code. This is generally considered bad modding practice because it will prevent other mods from changing the crabking's code, and it also won't get updated if Klei changes the crabking's code in the future. But hey ¯\_(ツ)_/¯ sometimes sacrifices must be made in the name of science Link to comment Share on other sites More sharing options...
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