Copyist_Monk Posted December 29, 2020 Share Posted December 29, 2020 (edited) Hi, I was looking for a mod to remove the bat spawns of sinkholes once they was oppened, but can't find any, so I decided to do one myself with information of other mods, so the modmain.lua I made was like this: Spoiler if GetModConfigData("BATSPAWN") == 0 then -- from modinfo.lua local function CaveEntranceFn(inst) inst.components.childspawner:SetRegenPeriod(0) inst.components.childspawner:SetSpawnPeriod(0) inst.components.childspawner:SetMaxChildren(0) inst.components.childspawner.canspawnfn = nospawn end else --print ("TEST") --TEST end But it didnt change anything, I was looking at the game files, and find a file named cave_entrance on prefabs folder and I think its something to do with these lines: Spoiler local function open_fn() local inst = fn("cave_entrance", "cave_entrance", "no_access", "cave_open.png", true) if not TheWorld.ismastersim then return inst end inst:AddComponent("childspawner") inst.components.childspawner:SetRegenPeriod(60) inst.components.childspawner:SetSpawnPeriod(.1) inst.components.childspawner:SetMaxChildren(6) inst.components.childspawner.canspawnfn = canspawn inst.components.childspawner.childname = "bat" inst.components.inspectable.getstatus = GetStatus inst:ListenForEvent("migration_available", open) inst:ListenForEvent("migration_unavailable", close) inst:ListenForEvent("migration_full", full) --inst:ListenForEvent("migration_activate", activate) --Cave entrance is an overworld entity, so it --should be aware of phase and not cavephase. --Actually, it could make sense either way... --Alternative: -add "cavedweller" tag -- -watch iscaveday world state OnIsDay(inst, TheWorld.state.isday) inst:WatchWorldState("isday", OnIsDay) return inst end so, anyone can help me out? Thanks in advance Edited December 29, 2020 by Copyist_Monk Link to comment https://forums.kleientertainment.com/forums/topic/125507-help-on-making-a-mod-for-sinkhole-bat-spawns/ Share on other sites More sharing options...
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