kyupita Posted October 3, 2025 Share Posted October 3, 2025 Hihi, posting this outside of another post hoping for a bit of help Me and Chestworth are currently trying to make a mod that adds new materials to the statues(/chesspieces). The code works so far, letting you place 3 new materials onto the potter's wheel, and the new statues are able to be crafted and interacted with. Only issue is that the new statues and materials when placed on the wheel are invisible. I'm not sure where the problem is stemming from, any help is greatly appreciated! SculptMaterials.zip Link to comment https://forums.kleientertainment.com/forums/topic/168289-invisble-statues/ Share on other sites More sharing options...
FerniFrenito Posted October 3, 2025 Share Posted October 3, 2025 On 8/24/2025 at 5:52 PM, FerniFrenito said: If after throwing it you can still pick up the object the yeah, maybe the bank. I'll tell you how (I think) it works. On your Spriter it should look like this: then make sure that when you start your don't starve (and don't have the "ANIM" folder) it does this with your scml name file: Next, check that there's a .zip file in the same folder as your scml file. Open it, and it should look like this: Then in the code put the name that appears as "root" in the animation.xml file inst.AnimState:SetBank("hunterhat_BANK") inst.AnimState:PlayAnimation("idle") and in the game: The problem is in inst.AnimState:SetBank("chesspiece") inst.AnimState:SetBuild("swap_chesspiece_"..PIECES[pieceid].name.."_marble") inst.AnimState:PlayAnimation("idle") local function SetMaterial(inst, materialid) inst.materialid = materialid local build = GetBuildName(inst.pieceid, materialid) inst.AnimState:SetBuild(build) inst.components.lootdropper:SetLoot({MATERIALS[materialid].prefab}) inst.components.symbolswapdata:SetData(build, "swap_body") local inv_image_suffix = (materialid ~= nil and MATERIALS[materialid].inv_suffix) or "" inst.components.inventoryitem:ChangeImageName("chesspiece_"..PIECES[inst.pieceid].name..inv_image_suffix) end To be honest, I didn't analyze the code much, but what's certain is that they're setting up the banks and builds incorrectly. In SetBuild(), they should specify the name of the .zip file containing the animation, and in SetBank(), specify the animation root (as explained in the quote). Although I don't know if it's necessary to set PlayAnimation("BUILD"), I think it is, but sometimes setting idle has helped. They should come up with code that sets the correct build and bank for each sculpture (in fact, knowing this, they could put all the new sculptures in a single .scml file and, therefore, in a single .zip; that would solve the SetBuild problem, and they'd only have to worry about SetBank). 1 Link to comment https://forums.kleientertainment.com/forums/topic/168289-invisble-statues/#findComment-1838440 Share on other sites More sharing options...
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