mathem99 Posted September 26, 2021 Share Posted September 26, 2021 Hello! I am working on a mod for Don't Starve that introduces (as of current plans) four new mobs in the game! I will present a few details about the mod right now: (the problem I'm facing is mentioned below the two videos) The mobs: Freezing Brrrd, Otter (W.I.P), Jungle Treeguard and Flightless Brrrd (W.I.P) Below is a video of the fight with Freezing Brrrd and Jungle Treeguard if anyone is interested in knowing what's in store for the mod: Freezing Brrrd: Spoiler Jungle Treeguard: Spoiler Now onto my actual issue, an issue that I've been having trouble with for a long time that even my previous mods still suffer from it (although it's not that game-breaking) Images from modded items do not appear on mini signs! I have no idea how to fix this and so far I haven't been able to find any solution in the forums. There's a video down below that shows the two new items this mod introduces (Glacial Feather dropped by Freezing Brrrd and Ice Dart that's made with glacial feathers and works like an ice staff but x10 times effective aka it freezes enemies immediately) The Video: Spoiler I know this side of the forums is "dead" in a way, but I hope there's someone out there who can help me fix this issue once and for all. I also hope you enjoyed the videos with Jungle Treeguard and Freezing Brrrd. Thanks for reading! Link to comment Share on other sites More sharing options...
KXWl1 Posted December 17, 2021 Share Posted December 17, 2021 oh, that looks nice! Link to comment Share on other sites More sharing options...
Leonidas IV Posted December 18, 2021 Share Posted December 18, 2021 Nice work! Link to comment Share on other sites More sharing options...
KXWl1 Posted December 27, 2021 Share Posted December 27, 2021 In fact, there is a solution. You can refer to the code of the Item Skin mod. Here is some code: local function ondraw(inst) if inst.components.drawable ~= nil then local ondrawnfn = inst.components.drawable.ondrawnfn or nil inst.components.drawable.ondrawnfn = function(inst,image, src) if ondrawnfn ~= nil then ondrawnfn(inst,image, src) end if image ~= nil then if src and src.components.dsskins ~= nil and src.components.dsskins.skin ~= nil then local skin = src.components.dsskins.skin if XQTIETU[skin] ~= nil then local build='xqtietu'..(XQTIETU[skin].num or 1) if build ~= nil then if src.prefab == "lantern" then if src.components.fueled and not src.components.fueled:IsEmpty() then skin = src.components.dsskins.skin.."_lit" end end inst.AnimState:OverrideSymbol("SWAP_SIGN", build, skin) if inst.components.drawable then inst.components.drawable.imagename = skin end end end elseif XQTIETU[image] ~= nil and XQTIETU[image].num ~= nil then local build ='xqtietu'..(XQTIETU[image].num) inst.AnimState:OverrideSymbol("SWAP_SIGN", build, image) end end end end end AddPrefabPostInit("minisign", ondraw) AddPrefabPostInit("minisign_drawn", ondraw) I am sorry if I can't help you. Link to comment Share on other sites More sharing options...
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