simplex Posted August 1, 2013 Share Posted August 1, 2013 (edited) [MENTION=10028]tehMugwump[/MENTION]I improved the build_searcher.lua script to account for prefabs that need pairs() or ipairs() to be built (and to do that I only had to treat beebox.lua as a special case). Now the list accounts for 534 prefabs, up from 429. I also came to the obvious (and implicitly stated by Ipsquiggle) realization that you'll also need the animation banks. The new versions follow:-- Mapping of prefab names to the base builds and banks.return { abigail = { bank = "ghost", build = "ghost_wendy_build" }, abigail_flower = { bank = "abigail_flower", build = "abigail_flower" }, adventure_portal = { bank = "portal_adventure", build = "portal_adventure" }, amulet = { bank = "amulets", build = "amulets" }, ancient_altar = { bank = "crafting_table", build = "crafting_table" }, animal_track = { bank = "track", build = "koalefant_tracks" }, armor_sanity = { bank = "armor_sanity", build = "armor_sanity" }, armorgrass = { bank = "armor_grass", build = "armor_grass" }, armormarble = { bank = "armor_marble", build = "armor_marble" }, armorsnurtleshell = { bank = "armor_slurtleshell", build = "armor_slurtleshell" }, armorwood = { bank = "armor_wood", build = "armor_wood" }, ash = { bank = "ashes", build = "ash" }, axe = { bank = "axe", build = "axe" }, babybeefalo = { bank = "beefalo", build = "beefalo_baby_build" }, backpack = { bank = "backpack1", build = "swap_backpack" }, balloon = { bank = "balloon", build = "balloon" }, balloons_empty = { bank = "balloons_empty", build = "balloons_empty" }, bandage = { bank = "bandage", build = "bandage" }, basalt = { bank = "blocker", build = "blocker" }, basalt_pillar = { bank = "blocker", build = "blocker" }, bat = { bank = "bat", build = "bat_basic" }, batbat = { bank = "batbat", build = "batbat" }, batcave = { bank = "batcave", build = "batcave" }, batwing = { bank = "batwing", build = "batwing" }, batwing_cooked = { bank = "batwing", build = "batwing" }, beardhair = { bank = "beardhair", build = "beardhair" }, bedroll_furry = { bank = "swap_bedroll_furry", build = "swap_bedroll_furry" }, bedroll_straw = { bank = "swap_bedroll_straw", build = "swap_bedroll_straw" }, bee = { bank = "bee", build = "bee_build" }, beebox = { bank = "bee_box", build = "bee_box" }, beefalo = { bank = "beefalo", build = "beefalo_build" }, beefalohat = { bank = "beefalohat", build = "hat_beefalo" }, beefalowool = { bank = "beefalo_wool", build = "beefalo_wool" }, beehat = { bank = "beehat", build = "hat_bee" }, beehive = { bank = "beehive", build = "beehive" }, beemine = { bank = "bee_mine", build = "bee_mine" }, beemine_maxwell = { bank = "bee_mine_maxwell", build = "bee_mine_maxwell" }, berries = { bank = "berries", build = "berries" }, berries_cooked = { bank = "berries", build = "berries" }, berrybush = { bank = "berrybush", build = "berrybush" }, berrybush2 = { bank = "berrybush2", build = "berrybush2" }, bird_egg = { bank = "birdegg", build = "bird_eggs" }, bird_egg_cooked = { bank = "birdegg", build = "bird_eggs" }, birdcage = { bank = "birdcage", build = "bird_cage" }, birdtrap = { bank = "birdtrap", build = "birdtrap" }, bishop = { bank = "bishop", build = "bishop" }, bishop_charge = { bank = "bishop_attack", build = "bishop_attack" }, blowdart_fire = { bank = "blow_dart", build = "blow_dart" }, blowdart_pipe = { bank = "blow_dart", build = "blow_dart" }, blowdart_sleep = { bank = "blow_dart", build = "blow_dart" }, blue_cap = { bank = "mushrooms", build = "mushrooms" }, blue_cap_cooked = { bank = "mushrooms", build = "mushrooms" }, blue_mushroom = { bank = "mushrooms", build = "mushrooms" }, blueamulet = { bank = "amulets", build = "amulets" }, bluegem = { bank = "gems", build = "gems" }, blueprint = { bank = "blueprint", build = "blueprint" }, boards = { bank = "boards", build = "boards" }, bonfire = { bank = "bonfire", build = "bonfire" }, book_birds = { bank = "books", build = "books" }, book_brimstone = { bank = "books", build = "books" }, book_gardening = { bank = "books", build = "books" }, book_sleep = { bank = "books", build = "books" }, book_tentacles = { bank = "books", build = "books" }, boomerang = { bank = "boomerang", build = "boomerang" }, brokentool = { bank = "broketool", build = "broken_tool" }, bugnet = { bank = "bugnet", build = "bugnet" }, bunnyman = { bank = "manrabbit", build = "manrabbit_beard_build" }, bushhat = { bank = "bushhat", build = "hat_bush" }, butter = { bank = "butter", build = "butter" }, butterfly = { bank = "butterfly", build = "butterfly_basic" }, butterflywings = { bank = "butterfly_wings", build = "butterfly_wings" }, campfire = { bank = "campfire", build = "campfire" }, campfirefire = { bank = "campfire_fire", build = "campfire_fire" }, cane = { bank = "cane", build = "cane" }, carrot = { bank = "carrot", build = "carrot" }, carrot_cooked = { bank = "carrot", build = "carrot" }, carrot_planted = { bank = "carrot", build = "carrot" }, carrot_seeds = { bank = "seeds", build = "seeds" }, cave_banana = { bank = "cave_banana", build = "cave_banana" }, cave_banana_cooked = { bank = "cave_banana", build = "cave_banana" }, cave_banana_tree = { bank = "cave_banana_tree", build = "cave_banana_tree" }, cave_entrance = { bank = "cave_entrance", build = "cave_entrance" }, cave_exit = { bank = "exitrope", build = "cave_exit_rope" }, cave_fern = { bank = "ferns", build = "cave_ferns" }, cavelight = { bank = "cavelight", build = "cave_exit_lightsource" }, character_fire = { bank = "fire_large_character", build = "fire_large_character" }, charcoal = { bank = "charcoal", build = "charcoal" }, chessjunk1 = { bank = "chessmonster_ruins", build = "chessmonster_ruins" }, chessjunk2 = { bank = "chessmonster_ruins", build = "chessmonster_ruins" }, chessjunk3 = { bank = "chessmonster_ruins", build = "chessmonster_ruins" }, chester = { bank = "chester", build = "chester" }, chester_eyebone = { bank = "eyebone", build = "chester_eyebone" }, collapse_big = { bank = "collapse", build = "structure_collapse_fx" }, collapse_small = { bank = "collapse", build = "structure_collapse_fx" }, compass = { bank = "compass", build = "compass" }, cookedmandrake = { bank = "mandrake", build = "mandrake" }, cookedmeat = { bank = "meat", build = "meat" }, cookedmonstermeat = { bank = "monstermeat", build = "meat_monster" }, cookedsmallmeat = { bank = "meat_small", build = "meat_small" }, cookpot = { bank = "cook_pot", build = "cook_pot" }, corn = { bank = "corn", build = "corn" }, corn_cooked = { bank = "corn", build = "corn" }, corn_seeds = { bank = "seeds", build = "seeds" }, crawlinghorror = { bank = "shadowcreature1", build = "shadow_insanity1_basic" }, creepyeyes = { bank = "eyes_darkness", build = "eyes_darkness" }, crow = { bank = "crow", build = "crow_build" }, cutgrass = { bank = "cutgrass", build = "cutgrass" }, cutreeds = { bank = "cutreeds", build = "cutreeds" }, cutstone = { bank = "cutstone", build = "cutstone" }, deadlyfeast = { bank = "food", build = "cook_pot_food" }, deerclops = { bank = "deerclops", build = "deerclops_build" }, deerclops_eyeball = { bank = "deerclops_eyeball", build = "deerclops_eyeball" }, depleted_grass = { bank = "grass", build = "grass1" }, devtool = { bank = "axe", build = "goldenaxe" }, dirtpile = { bank = "track", build = "koalefant_tracks" }, diviningrod = { bank = "diviningrod", build = "diviningrod" }, diviningrodbase = { bank = "diviningrod", build = "diviningrod" }, diviningrodstart = { bank = "diviningrod", build = "diviningrod" }, dragonfruit = { bank = "dragonfruit", build = "dragonfruit" }, dragonfruit_cooked = { bank = "dragonfruit", build = "dragonfruit" }, dragonfruit_seeds = { bank = "seeds", build = "seeds" }, dress_blueprint = { bank = "blueprint", build = "blueprint" }, drumstick = { bank = "drumstick", build = "drumstick" }, drumstick_cooked = { bank = "drumstick", build = "drumstick" }, dug_berrybush = { bank = "berrybush", build = "berrybush" }, dug_berrybush2 = { bank = "berrybush", build = "berrybush2" }, dug_grass = { bank = "grass", build = "grass1" }, dug_marsh_bush = { bank = "marsh_bush", build = "marsh_bush" }, dug_sapling = { bank = "sapling", build = "sapling" }, durian = { bank = "durian", build = "durian" }, durian_cooked = { bank = "durian", build = "durian" }, durian_seeds = { bank = "seeds", build = "seeds" }, earmuffshat = { bank = "earmuffshat", build = "hat_earmuffs" }, eggplant = { bank = "eggplant", build = "eggplant" }, eggplant_cooked = { bank = "eggplant", build = "eggplant" }, eggplant_seeds = { bank = "seeds", build = "seeds" }, evergreen = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_burnt = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_normal = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_short = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_sparse = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_sparse_normal = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_sparse_short = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_sparse_tall = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_stump = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_tall = { bank = "evergreen_short", build = "evergreen_new" }, exitcavelight = { bank = "cavelight", build = "cave_exit_lightsource" }, eyeplant = { bank = "eyeplant", build = "eyeplant" }, farmrock = { bank = "farm_decor", build = "farm_decor" }, farmrockflat = { bank = "farm_decor", build = "farm_decor" }, farmrocktall = { bank = "farm_decor", build = "farm_decor" }, fast_farmplot = { bank = "farmplot", build = "farmplot" }, feather_crow = { bank = "feather_crow", build = "feather_crow" }, feather_robin = { bank = "feather_robin", build = "feather_robin" }, feather_robin_winter = { bank = "feather_robin_winter", build = "feather_robin_winter" }, featherhat = { bank = "featherhat", build = "hat_feather" }, fencepost = { bank = "farm_decor", build = "farm_decor" }, fencepostright = { bank = "farm_decor", build = "farm_decor" }, fight_blueprint = { bank = "blueprint", build = "blueprint" }, fire = { bank = "fire", build = "fire" }, fire_projectile = { bank = "projectile", build = "staff_projectile" }, fireflies = { bank = "fireflies", build = "fireflies" }, firehound = { bank = "hound", build = "hound_red" }, firepit = { bank = "firepit", build = "firepit" }, firestaff = { bank = "staffs", build = "staffs" }, fish = { bank = "fish", build = "fish01" }, fish_cooked = { bank = "fish", build = "fish01" }, fishingrod = { bank = "fishingrod", build = "fishingrod" }, flies = { bank = "flies", build = "flies" }, flint = { bank = "flint", build = "flint" }, flower = { bank = "flowers", build = "flowers" }, flower_cave = { bank = "bulb_plant_single", build = "bulb_plant_single" }, flower_cave_double = { bank = "bulb_plant_double", build = "bulb_plant_double" }, flower_cave_triple = { bank = "bulb_plant_triple", build = "bulb_plant_triple" }, flower_evil = { bank = "flowers_evil", build = "flowers_evil" }, flowerhat = { bank = "flowerhat", build = "hat_flower" }, foliage = { bank = "foliage", build = "foliage" }, food_blueprint = { bank = "blueprint", build = "blueprint" }, footballhat = { bank = "footballhat", build = "hat_football" }, frog = { bank = "frog", build = "frog" }, froglegs = { bank = "frog_legs", build = "frog_legs" }, froglegs_cooked = { bank = "frog_legs", build = "frog_legs" }, gears = { bank = "gears", build = "gears" }, gemology_blueprint = { bank = "blueprint", build = "blueprint" }, gemsocket = { bank = "staff_purple_base", build = "staff_purple_base" }, ghost = { bank = "ghost", build = "ghost_build" }, goldenaxe = { bank = "goldenaxe", build = "goldenaxe" }, goldenpickaxe = { bank = "goldenpickaxe", build = "goldenpickaxe" }, goldenshovel = { bank = "goldenshovel", build = "goldenshovel" }, goldnugget = { bank = "goldnugget", build = "gold_nugget" }, grass = { bank = "grass", build = "grass1" }, gravestone = { bank = "gravestone", build = "gravestones" }, green_cap = { bank = "mushrooms", build = "mushrooms" }, green_cap_cooked = { bank = "mushrooms", build = "mushrooms" }, green_mushroom = { bank = "mushrooms", build = "mushrooms" }, greengem = { bank = "gems", build = "gems" }, gridplacer = { bank = "gridplacer", build = "gridplacer" }, ground_chunks_breaking = { bank = "ground_breaking", build = "ground_chunks_breaking" }, guano = { bank = "guano", build = "guano" }, gunpowder = { bank = "gunpowder", build = "gunpowder" }, hambat = { bank = "ham_bat", build = "ham_bat" }, hammer = { bank = "hammer", build = "hammer" }, healingsalve = { bank = "spider_gland_salve", build = "spider_gland_salve" }, heatrock = { bank = "heat_rock", build = "heat_rock" }, homesign = { bank = "sign_home", build = "sign_home" }, honey = { bank = "honey", build = "honey" }, honeycomb = { bank = "honeycomb", build = "honeycomb" }, horn = { bank = "horn", build = "horn" }, hound = { bank = "hound", build = "hound" }, houndbone = { bank = "houndbase", build = "hound_base" }, houndmound = { bank = "houndbase", build = "hound_base" }, houndstooth = { bank = "houndstooth", build = "hounds_tooth" }, ice_projectile = { bank = "projectile", build = "staff_projectile" }, icebox = { bank = "icebox", build = "ice_box" }, icehound = { bank = "hound", build = "hound_ice" }, icestaff = { bank = "staffs", build = "staffs" }, impact = { bank = "impact", build = "impact" }, insanityrock = { bank = "blocker_sanity", build = "blocker_sanity" }, killerbee = { bank = "bee", build = "bee_angry_build" }, knight = { bank = "knight", build = "knight_build" }, koalefant_summer = { bank = "koalefant", build = "koalefant_summer_build" }, koalefant_winter = { bank = "koalefant", build = "koalefant_winter_build" }, krampus = { bank = "krampus", build = "krampus_build" }, krampus_sack = { bank = "backpack1", build = "swap_krampus_sack" }, lantern = { bank = "lantern", build = "lantern" }, lavalight = { bank = "fire_large_character", build = "fire_large_character" }, leif = { bank = "leif", build = "leif_build" }, leif_sparse = { bank = "leif", build = "leif_lumpy_build" }, light_blueprint = { bank = "blueprint", build = "blueprint" }, lightbulb = { bank = "bulb", build = "bulb" }, lighter = { bank = "lighter", build = "lighter" }, lightning = { bank = "lightning", build = "lightning" }, lightning_rod = { bank = "lightning_rod", build = "lightning_rod" }, little_walrus = { bank = "walrus", build = "walrus_baby_build" }, livinglog = { bank = "livinglog", build = "livinglog" }, lockedwes = { bank = "wilson", build = "wes" }, log = { bank = "log", build = "log" }, lucy = { bank = "Lucy_axe", build = "Lucy_axe" }, lureplant = { bank = "eyeplant_trap", build = "eyeplant_trap" }, lureplantbulb = { bank = "eyeplant_bulb", build = "eyeplant_bulb" }, magic_blueprint = { bank = "blueprint", build = "blueprint" }, mandrake = { bank = "mandrake", build = "mandrake" }, manrabbit_tail = { bank = "manrabbit_tail", build = "manrabbit_tail" }, marble = { bank = "marble", build = "marble" }, marblepillar = { bank = "marble_pillar", build = "marble_pillar" }, marbletree = { bank = "marble_trees", build = "marble_trees" }, marbletree_1 = { bank = "marble_trees", build = "marble_trees" }, marbletree_2 = { bank = "marble_trees", build = "marble_trees" }, marbletree_3 = { bank = "marble_trees", build = "marble_trees" }, marbletree_4 = { bank = "marble_trees", build = "marble_trees" }, marsh_bush = { bank = "marsh_bush", build = "marsh_bush" }, marsh_plant = { bank = "marsh_plant", build = "marsh_plant" }, marsh_tree = { bank = "marsh_tree", build = "tree_marsh" }, maxwell = { bank = "maxwell", build = "maxwell_build" }, maxwellendgame = { bank = "maxwellthrone", build = "maxwell_endgame" }, maxwellhead = { bank = "maxwell_floatinghead", build = "maxwell_floatinghead" }, maxwellintro = { bank = "maxwell", build = "maxwell_build" }, maxwellkey = { bank = "purplegem", build = "purple_gem" }, maxwelllight = { bank = "maxwell_torch", build = "maxwell_torch" }, maxwelllight_area = { bank = "maxwell_torch", build = "maxwell_torch" }, maxwelllight_flame = { bank = "campfire_fire", build = "campfire_fire" }, maxwelllock = { bank = "diviningrod", build = "diviningrod_maxwell" }, maxwellphonograph = { bank = "phonograph", build = "phonograph" }, maxwellthrone = { bank = "throne", build = "maxwell_throne" }, meat = { bank = "meat", build = "meat" }, meat_dried = { bank = "meat_rack_food", build = "meat_rack_food" }, meatrack = { bank = "meat_rack", build = "meat_rack" }, merm = { bank = "pigman", build = "merm_build" }, mermhead = { bank = "merm_head", build = "merm_head" }, mermhouse = { bank = "pig_house", build = "pig_house" }, minerhat = { bank = "minerhat", build = "hat_miner" }, monkey = { bank = "kiki", build = "kiki_basic" }, monkeybarrel = { bank = "barrel", build = "monkey_barrel" }, monkeyprojectile = { bank = "monkey_projectile", build = "monkey_projectile" }, monstermeat = { bank = "monstermeat", build = "meat_monster" }, monstermeat_dried = { bank = "meat_rack_food", build = "meat_rack_food" }, mosquito = { bank = "mosquito", build = "mosquito" }, mound = { bank = "gravestone", build = "gravestones" }, multitool_axe_pickaxe = { bank = "multitool_axe_pickaxe", build = "multitool_axe_pickaxe" }, mushtree_medium = { bank = "mushroom_tree_med", build = "mushroom_tree_med" }, mushtree_small = { bank = "mushroom_tree_small", build = "mushroom_tree_small" }, mushtree_tall = { bank = "mushroom_tree", build = "mushroom_tree_tall" }, nightlight = { bank = "nightmare_torch", build = "nightmare_torch" }, nightlight_flame = { bank = "campfire_fire", build = "campfire_fire" }, nightmarefuel = { bank = "nightmarefuel", build = "nightmarefuel" }, nightsword = { bank = "nightmaresword", build = "nightmaresword" }, nitre = { bank = "nitre", build = "nitre" }, onemanband = { bank = "onemanband", build = "armor_onemanband" }, orangeamulet = { bank = "amulets", build = "amulets" }, orangegem = { bank = "gems", build = "gems" }, pandoraschest = { bank = "pandoras_chest", build = "pandoras_chest" }, panflute = { bank = "pan_flute", build = "pan_flute" }, papyrus = { bank = "papyrus", build = "papyrus" }, penguin = { bank = "penguin", build = "penguin_build" }, penguin_ice = { bank = "penguin_ice", build = "penguin_ice" }, perd = { bank = "perd", build = "perd" }, petals = { bank = "petals", build = "flower_petals" }, petals_evil = { bank = "flower_petals_evil", build = "flower_petals_evil" }, phonograph_box = { bank = "phonograph", build = "phonograph" }, phonograph_complete = { bank = "phonograph", build = "phonograph" }, phonograph_cone = { bank = "phonograph", build = "phonograph" }, phonograph_crank = { bank = "phonograph", build = "phonograph" }, phonograph_gears = { bank = "phonograph", build = "phonograph" }, pickaxe = { bank = "pickaxe", build = "pickaxe" }, pigguard = { bank = "pigman", build = "pig_guard_build" }, piggyback = { bank = "piggyback", build = "piggyback" }, pighead = { bank = "pig_head", build = "pig_head" }, pighouse = { bank = "pig_house", build = "pig_house" }, pigking = { bank = "Pig_King", build = "Pig_King" }, pigman = { bank = "pigman", build = "pig_build" }, pigskin = { bank = "pigskin", build = "pigskin" }, pigtorch = { bank = "pigtorch", build = "pig_torch" }, pigtorch_flame = { bank = "campfire_fire", build = "campfire_fire" }, pinecone = { bank = "pinecone", build = "pinecone" }, pitchfork = { bank = "pitchfork", build = "pitchfork" }, plant_normal = { bank = "plant_normal", build = "plant_normal" }, plantmeat = { bank = "plant_meat", build = "plant_meat" }, plantmeat_cooked = { bank = "plant_meat", build = "plant_meat" }, pomegranate = { bank = "pomegranate", build = "pomegranate" }, pomegranate_cooked = { bank = "pomegranate", build = "pomegranate" }, pomegranate_seeds = { bank = "seeds", build = "seeds" }, pond = { bank = "marsh_tile", build = "marsh_tile" }, pond_mos = { bank = "marsh_tile", build = "marsh_tile" }, poop = { bank = "poop", build = "poop" }, poopcloud = { bank = "poopcloud", build = "poop_cloud" }, portal_home = { bank = "grass", build = "grass1" }, portal_level = { bank = "grass", build = "grass1" }, pumpkin = { bank = "pumpkin", build = "pumpkin" }, pumpkin_cooked = { bank = "pumpkin", build = "pumpkin" }, pumpkin_lantern = { bank = "pumpkin", build = "pumpkin_lantern" }, pumpkin_seeds = { bank = "seeds", build = "seeds" }, puppet_wendy = { bank = "wilson", build = "wendy" }, puppet_wes = { bank = "wilson", build = "wes" }, puppet_wickerbottom = { bank = "wilson", build = "wickerbottom" }, puppet_willow = { bank = "wilson", build = "willow" }, puppet_wilson = { bank = "wilson", build = "wilson" }, puppet_wolfgang = { bank = "wilson", build = "wolfgang" }, puppet_woodie = { bank = "wilson", build = "woodie" }, puppet_wx78 = { bank = "wilson", build = "wx78" }, purpleamulet = { bank = "amulets", build = "amulets" }, purplegem = { bank = "gems", build = "gems" }, rabbit = { bank = "rabbit", build = "beard_monster" }, rabbithole = { bank = "rabbithole", build = "rabbit_hole" }, rabbithouse = { bank = "rabbithouse", build = "rabbit_house" }, raindrop = { bank = "raindrop", build = "raindrop" }, rainometer = { bank = "rain_meter", build = "rain_meter" }, razor = { bank = "razor", build = "razor" }, red_cap = { bank = "mushrooms", build = "mushrooms" }, red_cap_cooked = { bank = "mushrooms", build = "mushrooms" }, red_mushroom = { bank = "mushrooms", build = "mushrooms" }, redgem = { bank = "gems", build = "gems" }, reeds = { bank = "grass", build = "reeds" }, refine_blueprint = { bank = "blueprint", build = "blueprint" }, researchlab = { bank = "researchlab", build = "researchlab" }, researchlab2 = { bank = "researchlab2", build = "researchlab2" }, researchlab3 = { bank = "researchlab3", build = "researchlab3" }, researchlab4 = { bank = "researchlab4", build = "researchlab4" }, resurrectionstatue = { bank = "wilsonstatue", build = "wilsonstatue" }, resurrectionstone = { bank = "resurrection_stone", build = "resurrection_stone" }, robin = { bank = "crow", build = "robin_build" }, robin_winter = { bank = "crow", build = "robin_winter_build" }, rock1 = { bank = "rock", build = "rock" }, rock2 = { bank = "rock2", build = "rock2" }, rock_flintless = { bank = "rock_flintless", build = "rock_flintless" }, rock_light = { bank = "rock_light", build = "rock_light" }, rocks = { bank = "rocks", build = "rocks" }, rocky = { bank = "rocky", build = "rocky" }, rook = { bank = "rook", build = "rook_build" }, rope = { bank = "rope", build = "rope" }, rottenegg = { bank = "birdegg", build = "bird_eggs" }, rubble = { bank = "rubble", build = "ruins_rubble" }, rubble_low = { bank = "rubble", build = "ruins_rubble" }, rubble_med = { bank = "rubble", build = "ruins_rubble" }, ruins_bowl = { bank = "relic", build = "ruins_bowl" }, ruins_chair = { bank = "relic", build = "ruins_chair" }, ruins_chipbowl = { bank = "relic", build = "ruins_chipbowl" }, ruins_plate = { bank = "relic", build = "ruins_plate" }, ruins_table = { bank = "relic", build = "ruins_table" }, ruins_vase = { bank = "relic", build = "ruins_vase" }, sanityrock = { bank = "blocker_sanity", build = "blocker_sanity" }, sapling = { bank = "sapling", build = "sapling" }, science_blueprint = { bank = "blueprint", build = "blueprint" }, seeds = { bank = "seeds", build = "seeds" }, seeds_cooked = { bank = "seeds", build = "seeds" }, sewing_kit = { bank = "sewing_kit", build = "sewing_kit" }, shadowhand = { bank = "shadowcreatures", build = "shadow_creatures_ground" }, shadowhand_arm = { bank = "shadowcreatures", build = "shadow_creatures_ground" }, shadowskittish = { bank = "shadowcreatures", build = "shadow_skittish" }, shadowwatcher = { bank = "shadowcreatures", build = "shadow_creatures_ground" }, shatter = { bank = "frozen_shatter", build = "frozen_shatter" }, shovel = { bank = "shovel", build = "shovel" }, signleft = { bank = "farm_decor", build = "farm_decor" }, signright = { bank = "farm_decor", build = "farm_decor" }, silk = { bank = "silk", build = "silk" }, sinkhole = { bank = "blocker", build = "blocker" }, skeleton = { bank = "skeleton", build = "skeletons" }, skullchest = { bank = "skull_chest", build = "skull_chest" }, slow_farmplot = { bank = "farmplot", build = "farmplot" }, slurper = { bank = "slurper", build = "slurper_basic" }, slurtle = { bank = "slurtle", build = "slurtle" }, slurtle_shellpieces = { bank = "slurtle_shellpieces", build = "slurtle_shellpieces" }, slurtlehat = { bank = "slurtlehat", build = "hat_slurtle" }, slurtlehole = { bank = "slurtle_mound", build = "slurtle_mound" }, slurtleslime = { bank = "slurtle_slime", build = "slurtle_slime" }, smallbird = { bank = "smallbird", build = "smallbird_basic" }, smallmeat = { bank = "meat_small", build = "meat_small" }, smallmeat_dried = { bank = "meat_rack_food", build = "meat_rack_food" }, snurtle = { bank = "snurtle", build = "slurtle_snaily" }, sounddebugicon = { bank = "sound", build = "sounddebug" }, sparks = { bank = "sparks", build = "sparks" }, spear = { bank = "spear", build = "spear" }, spider = { bank = "spider", build = "spider_build" }, spider_hider = { bank = "spider_hider", build = "DS_spider_caves" }, spider_spitter = { bank = "spider_spitter", build = "DS_spider2_caves" }, spider_warrior = { bank = "spider", build = "spider_warrior_build" }, spider_web_spit = { bank = "spider_spit", build = "spider_spit" }, spiderden = { bank = "spider_cocoon", build = "spider_cocoon" }, spiderden_2 = { bank = "spider_cocoon", build = "spider_cocoon" }, spiderden_3 = { bank = "spider_cocoon", build = "spider_cocoon" }, spidereggsack = { bank = "spider_egg_sac", build = "spider_egg_sac" }, spidergland = { bank = "spider_gland", build = "spider_gland" }, spiderhat = { bank = "spiderhat", build = "hat_spider" }, spiderhole = { bank = "spider_mound", build = "spider_mound" }, spiderqueen = { bank = "spider_queen", build = "spider_queen_build" }, splash_spiderweb = { bank = "splash_spiderweb", build = "splash_spiderweb" }, spoiled_food = { bank = "spoiled", build = "spoiled_food" }, staffcastfx = { bank = "staff_fx", build = "staff" }, stafflight = { bank = "star", build = "star" }, stalagmite = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_full = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_low = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_med = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_tall = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, stalagmite_tall_full = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, stalagmite_tall_low = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, stalagmite_tall_med = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, statueface = { bank = "statue_ruins_small", build = "statue_ruins_small" }, statueface_nogem = { bank = "statue_ruins_small", build = "statue_ruins_small" }, statueharp = { bank = "statue_small", build = "statue_small" }, statuemaxwell = { bank = "statue_maxwell", build = "statue_maxwell" }, stick = { bank = "farm_decor", build = "farm_decor" }, stickleft = { bank = "farm_decor", build = "farm_decor" }, stickright = { bank = "farm_decor", build = "farm_decor" }, stinger = { bank = "stinger", build = "stinger" }, strawhat = { bank = "strawhat", build = "hat_straw" }, structures_blueprint = { bank = "blueprint", build = "blueprint" }, sunkboat = { bank = "boat_sunk", build = "boat_sunk" }, survival_blueprint = { bank = "blueprint", build = "blueprint" }, sweatervest = { bank = "armor_sweatervest", build = "armor_sweatervest" }, tallbird = { bank = "tallbird", build = "ds_tallbird_basic" }, tallbirdegg = { bank = "egg", build = "tallbird_egg" }, tallbirdegg_cooked = { bank = "egg", build = "tallbird_egg" }, tallbirdegg_cracked = { bank = "egg", build = "tallbird_egg" }, tallbirdnest = { bank = "egg", build = "tallbird_egg" }, teenbird = { bank = "tallbird", build = "tallbird_teen_build" }, telebase = { bank = "staff_purple_base_ground", build = "staff_purple_base_ground" }, teleportato_base = { bank = "teleporter", build = "teleportato_build" }, teleportato_box = { bank = "parts", build = "teleportato_parts_build" }, teleportato_checkmate = { bank = "teleporter", build = "teleportato_adventure_build" }, teleportato_crank = { bank = "parts", build = "teleportato_parts_build" }, teleportato_potato = { bank = "parts", build = "teleportato_parts_build" }, teleportato_ring = { bank = "parts", build = "teleportato_parts_build" }, telestaff = { bank = "staffs", build = "staffs" }, tent = { bank = "tent", build = "tent" }, tentacle = { bank = "tentacle", build = "tentacle" }, tentacle_garden = { bank = "tentaclepillar", build = "tentacle_pillar" }, tentacle_pillar = { bank = "tentaclepillar", build = "tentacle_pillar" }, tentacle_pillar_arm = { bank = "tentacle_arm", build = "tentacle_arm" }, tentaclespike = { bank = "spike", build = "tentacle_spike" }, tentaclespots = { bank = "tentaclespots", build = "tentaclespots" }, terrorbeak = { bank = "shadowcreature2", build = "shadow_insanity2_basic" }, tools_blueprint = { bank = "blueprint", build = "blueprint" }, tophat = { bank = "tophat", build = "hat_top" }, torch = { bank = "torch", build = "torch" }, trap = { bank = "trap", build = "trap" }, trap_teeth = { bank = "trap_teeth", build = "trap_teeth" }, trap_teeth_maxwell = { bank = "trap_teeth_maxwell", build = "trap_teeth_maxwell" }, treasurechest = { bank = "chest", build = "treasure_chest" }, treeclump = { bank = "tree_clump", build = "tree_clump" }, trinket_1 = { bank = "trinkets", build = "trinkets" }, trinket_10 = { bank = "trinkets", build = "trinkets" }, trinket_11 = { bank = "trinkets", build = "trinkets" }, trinket_12 = { bank = "trinkets", build = "trinkets" }, trinket_2 = { bank = "trinkets", build = "trinkets" }, trinket_3 = { bank = "trinkets", build = "trinkets" }, trinket_4 = { bank = "trinkets", build = "trinkets" }, trinket_5 = { bank = "trinkets", build = "trinkets" }, trinket_6 = { bank = "trinkets", build = "trinkets" }, trinket_7 = { bank = "trinkets", build = "trinkets" }, trinket_8 = { bank = "trinkets", build = "trinkets" }, trinket_9 = { bank = "trinkets", build = "trinkets" }, trunk_cooked = { bank = "trunk", build = "koalephant_trunk" }, trunk_summer = { bank = "trunk", build = "koalephant_trunk" }, trunk_winter = { bank = "trunk", build = "koalephant_trunk" }, trunkvest_summer = { bank = "armor_trunkvest_summer", build = "armor_trunkvest_summer" }, trunkvest_winter = { bank = "armor_trunkvest_winter", build = "armor_trunkvest_winter" }, turf_carpetfloor = { bank = "turf", build = "turf" }, turf_cave = { bank = "turf", build = "turf" }, turf_checkerfloor = { bank = "turf", build = "turf" }, turf_dirt = { bank = "turf", build = "turf" }, turf_forest = { bank = "turf", build = "turf" }, turf_fungus = { bank = "turf", build = "turf" }, turf_grass = { bank = "turf", build = "turf" }, turf_marsh = { bank = "turf", build = "turf" }, turf_mud = { bank = "turf", build = "turf" }, turf_road = { bank = "turf", build = "turf" }, turf_rocky = { bank = "turf", build = "turf" }, turf_savanna = { bank = "turf", build = "turf" }, turf_sinkhole = { bank = "turf", build = "turf" }, turf_underrock = { bank = "turf", build = "turf" }, turf_woodfloor = { bank = "turf", build = "turf" }, twigs = { bank = "twigs", build = "twigs" }, umbrella = { bank = "umbrella", build = "umbrella" }, wall_hay = { bank = "wall", build = "wall_hay" }, wall_hay_item = { bank = "wall", build = "wall_hay" }, wall_ruins = { bank = "wall", build = "wall_ruins" }, wall_ruins_item = { bank = "wall", build = "wall_ruins" }, wall_stone = { bank = "wall", build = "wall_stone" }, wall_stone_item = { bank = "wall", build = "wall_stone" }, wall_wood = { bank = "wall", build = "wall_wood" }, wall_wood_item = { bank = "wall", build = "wall_wood" }, walrus = { bank = "walrus", build = "walrus_build" }, walrus_camp = { bank = "igloo_track", build = "igloo_track" }, walrus_dart = { bank = "blow_dart", build = "blow_dart" }, walrus_tusk = { bank = "walrus_tusk", build = "walrus_tusk" }, walrushat = { bank = "walrushat", build = "hat_walrus" }, warningshadow = { bank = "warning_shadow", build = "warning_shadow" }, wasphive = { bank = "wasphive", build = "wasphive" }, winterhat = { bank = "winterhat", build = "hat_winter" }, winterometer = { bank = "winter_meter", build = "winter_meter" }, wormhole = { bank = "teleporter_worm", build = "teleporter_worm_build" }, wormhole_limited_1 = { bank = "teleporter_worm", build = "teleporter_sickworm_build" }, yellowgem = { bank = "gems", build = "gems" }, yellowstaff = { bank = "staffs", build = "staffs" },}I should also note that in some cases, such as evergreen_burnt, what the game does is simply play an animation. So while the animation bank and build are correct, they would not fully serve your purposes. If it may help, I can easily extend build_searcher.lua to also fetch the base animation played. Edited August 1, 2013 by simplex added banks Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-273463 Share on other sites More sharing options...
simplex Posted August 1, 2013 Share Posted August 1, 2013 (edited) [MENTION=10028]tehMugwump[/MENTION]I think some cases will always require some manual intervention. Case in point: bunnyman, whose build depends on a runtime variable parameter (player sanity). And, as you can notice, my script is actually giving it the beardlord build. This particular case could be solved by inverting a convention I adopted, but that wouldn't be a general solution.The way build_searcher.lua works guarantees the listed bank is correct, and that the listed build is one of the valid ones, but whenever there's more than one possible build human intervention may be required.---edit---Well, I decided to invert this convention after all, and the only change in the list was the builds from rabbits and bunnymans getting "corrected". So, once again, I'm reposting everything. I also did some very minor improvements to build_searcher.lua.-- Mapping of prefab names to the base builds and banks.return { abigail = { bank = "ghost", build = "ghost_wendy_build" }, abigail_flower = { bank = "abigail_flower", build = "abigail_flower" }, adventure_portal = { bank = "portal_adventure", build = "portal_adventure" }, amulet = { bank = "amulets", build = "amulets" }, ancient_altar = { bank = "crafting_table", build = "crafting_table" }, animal_track = { bank = "track", build = "koalefant_tracks" }, armor_sanity = { bank = "armor_sanity", build = "armor_sanity" }, armorgrass = { bank = "armor_grass", build = "armor_grass" }, armormarble = { bank = "armor_marble", build = "armor_marble" }, armorsnurtleshell = { bank = "armor_slurtleshell", build = "armor_slurtleshell" }, armorwood = { bank = "armor_wood", build = "armor_wood" }, ash = { bank = "ashes", build = "ash" }, axe = { bank = "axe", build = "axe" }, babybeefalo = { bank = "beefalo", build = "beefalo_baby_build" }, backpack = { bank = "backpack1", build = "swap_backpack" }, balloon = { bank = "balloon", build = "balloon" }, balloons_empty = { bank = "balloons_empty", build = "balloons_empty" }, bandage = { bank = "bandage", build = "bandage" }, basalt = { bank = "blocker", build = "blocker" }, basalt_pillar = { bank = "blocker", build = "blocker" }, bat = { bank = "bat", build = "bat_basic" }, batbat = { bank = "batbat", build = "batbat" }, batcave = { bank = "batcave", build = "batcave" }, batwing = { bank = "batwing", build = "batwing" }, batwing_cooked = { bank = "batwing", build = "batwing" }, beardhair = { bank = "beardhair", build = "beardhair" }, bedroll_furry = { bank = "swap_bedroll_furry", build = "swap_bedroll_furry" }, bedroll_straw = { bank = "swap_bedroll_straw", build = "swap_bedroll_straw" }, bee = { bank = "bee", build = "bee_build" }, beebox = { bank = "bee_box", build = "bee_box" }, beefalo = { bank = "beefalo", build = "beefalo_build" }, beefalohat = { bank = "beefalohat", build = "hat_beefalo" }, beefalowool = { bank = "beefalo_wool", build = "beefalo_wool" }, beehat = { bank = "beehat", build = "hat_bee" }, beehive = { bank = "beehive", build = "beehive" }, beemine = { bank = "bee_mine", build = "bee_mine" }, beemine_maxwell = { bank = "bee_mine_maxwell", build = "bee_mine_maxwell" }, berries = { bank = "berries", build = "berries" }, berries_cooked = { bank = "berries", build = "berries" }, berrybush = { bank = "berrybush", build = "berrybush" }, berrybush2 = { bank = "berrybush2", build = "berrybush2" }, bird_egg = { bank = "birdegg", build = "bird_eggs" }, bird_egg_cooked = { bank = "birdegg", build = "bird_eggs" }, birdcage = { bank = "birdcage", build = "bird_cage" }, birdtrap = { bank = "birdtrap", build = "birdtrap" }, bishop = { bank = "bishop", build = "bishop" }, bishop_charge = { bank = "bishop_attack", build = "bishop_attack" }, blowdart_fire = { bank = "blow_dart", build = "blow_dart" }, blowdart_pipe = { bank = "blow_dart", build = "blow_dart" }, blowdart_sleep = { bank = "blow_dart", build = "blow_dart" }, blue_cap = { bank = "mushrooms", build = "mushrooms" }, blue_cap_cooked = { bank = "mushrooms", build = "mushrooms" }, blue_mushroom = { bank = "mushrooms", build = "mushrooms" }, blueamulet = { bank = "amulets", build = "amulets" }, bluegem = { bank = "gems", build = "gems" }, blueprint = { bank = "blueprint", build = "blueprint" }, boards = { bank = "boards", build = "boards" }, bonfire = { bank = "bonfire", build = "bonfire" }, book_birds = { bank = "books", build = "books" }, book_brimstone = { bank = "books", build = "books" }, book_gardening = { bank = "books", build = "books" }, book_sleep = { bank = "books", build = "books" }, book_tentacles = { bank = "books", build = "books" }, boomerang = { bank = "boomerang", build = "boomerang" }, brokentool = { bank = "broketool", build = "broken_tool" }, bugnet = { bank = "bugnet", build = "bugnet" }, bunnyman = { bank = "manrabbit", build = "manrabbit_build" }, bushhat = { bank = "bushhat", build = "hat_bush" }, butter = { bank = "butter", build = "butter" }, butterfly = { bank = "butterfly", build = "butterfly_basic" }, butterflywings = { bank = "butterfly_wings", build = "butterfly_wings" }, campfire = { bank = "campfire", build = "campfire" }, campfirefire = { bank = "campfire_fire", build = "campfire_fire" }, cane = { bank = "cane", build = "cane" }, carrot = { bank = "carrot", build = "carrot" }, carrot_cooked = { bank = "carrot", build = "carrot" }, carrot_planted = { bank = "carrot", build = "carrot" }, carrot_seeds = { bank = "seeds", build = "seeds" }, cave_banana = { bank = "cave_banana", build = "cave_banana" }, cave_banana_cooked = { bank = "cave_banana", build = "cave_banana" }, cave_banana_tree = { bank = "cave_banana_tree", build = "cave_banana_tree" }, cave_entrance = { bank = "cave_entrance", build = "cave_entrance" }, cave_exit = { bank = "exitrope", build = "cave_exit_rope" }, cave_fern = { bank = "ferns", build = "cave_ferns" }, cavelight = { bank = "cavelight", build = "cave_exit_lightsource" }, character_fire = { bank = "fire_large_character", build = "fire_large_character" }, charcoal = { bank = "charcoal", build = "charcoal" }, chessjunk1 = { bank = "chessmonster_ruins", build = "chessmonster_ruins" }, chessjunk2 = { bank = "chessmonster_ruins", build = "chessmonster_ruins" }, chessjunk3 = { bank = "chessmonster_ruins", build = "chessmonster_ruins" }, chester = { bank = "chester", build = "chester" }, chester_eyebone = { bank = "eyebone", build = "chester_eyebone" }, collapse_big = { bank = "collapse", build = "structure_collapse_fx" }, collapse_small = { bank = "collapse", build = "structure_collapse_fx" }, compass = { bank = "compass", build = "compass" }, cookedmandrake = { bank = "mandrake", build = "mandrake" }, cookedmeat = { bank = "meat", build = "meat" }, cookedmonstermeat = { bank = "monstermeat", build = "meat_monster" }, cookedsmallmeat = { bank = "meat_small", build = "meat_small" }, cookpot = { bank = "cook_pot", build = "cook_pot" }, corn = { bank = "corn", build = "corn" }, corn_cooked = { bank = "corn", build = "corn" }, corn_seeds = { bank = "seeds", build = "seeds" }, crawlinghorror = { bank = "shadowcreature1", build = "shadow_insanity1_basic" }, creepyeyes = { bank = "eyes_darkness", build = "eyes_darkness" }, crow = { bank = "crow", build = "crow_build" }, cutgrass = { bank = "cutgrass", build = "cutgrass" }, cutreeds = { bank = "cutreeds", build = "cutreeds" }, cutstone = { bank = "cutstone", build = "cutstone" }, deadlyfeast = { bank = "food", build = "cook_pot_food" }, deerclops = { bank = "deerclops", build = "deerclops_build" }, deerclops_eyeball = { bank = "deerclops_eyeball", build = "deerclops_eyeball" }, depleted_grass = { bank = "grass", build = "grass1" }, devtool = { bank = "axe", build = "goldenaxe" }, dirtpile = { bank = "track", build = "koalefant_tracks" }, diviningrod = { bank = "diviningrod", build = "diviningrod" }, diviningrodbase = { bank = "diviningrod", build = "diviningrod" }, diviningrodstart = { bank = "diviningrod", build = "diviningrod" }, dragonfruit = { bank = "dragonfruit", build = "dragonfruit" }, dragonfruit_cooked = { bank = "dragonfruit", build = "dragonfruit" }, dragonfruit_seeds = { bank = "seeds", build = "seeds" }, dress_blueprint = { bank = "blueprint", build = "blueprint" }, drumstick = { bank = "drumstick", build = "drumstick" }, drumstick_cooked = { bank = "drumstick", build = "drumstick" }, dug_berrybush = { bank = "berrybush", build = "berrybush" }, dug_berrybush2 = { bank = "berrybush", build = "berrybush2" }, dug_grass = { bank = "grass", build = "grass1" }, dug_marsh_bush = { bank = "marsh_bush", build = "marsh_bush" }, dug_sapling = { bank = "sapling", build = "sapling" }, durian = { bank = "durian", build = "durian" }, durian_cooked = { bank = "durian", build = "durian" }, durian_seeds = { bank = "seeds", build = "seeds" }, earmuffshat = { bank = "earmuffshat", build = "hat_earmuffs" }, eggplant = { bank = "eggplant", build = "eggplant" }, eggplant_cooked = { bank = "eggplant", build = "eggplant" }, eggplant_seeds = { bank = "seeds", build = "seeds" }, evergreen = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_burnt = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_normal = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_short = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_sparse = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_sparse_normal = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_sparse_short = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_sparse_tall = { bank = "evergreen_short", build = "evergreen_new_2" }, evergreen_stump = { bank = "evergreen_short", build = "evergreen_new" }, evergreen_tall = { bank = "evergreen_short", build = "evergreen_new" }, exitcavelight = { bank = "cavelight", build = "cave_exit_lightsource" }, eyeplant = { bank = "eyeplant", build = "eyeplant" }, farmrock = { bank = "farm_decor", build = "farm_decor" }, farmrockflat = { bank = "farm_decor", build = "farm_decor" }, farmrocktall = { bank = "farm_decor", build = "farm_decor" }, fast_farmplot = { bank = "farmplot", build = "farmplot" }, feather_crow = { bank = "feather_crow", build = "feather_crow" }, feather_robin = { bank = "feather_robin", build = "feather_robin" }, feather_robin_winter = { bank = "feather_robin_winter", build = "feather_robin_winter" }, featherhat = { bank = "featherhat", build = "hat_feather" }, fencepost = { bank = "farm_decor", build = "farm_decor" }, fencepostright = { bank = "farm_decor", build = "farm_decor" }, fight_blueprint = { bank = "blueprint", build = "blueprint" }, fire = { bank = "fire", build = "fire" }, fire_projectile = { bank = "projectile", build = "staff_projectile" }, fireflies = { bank = "fireflies", build = "fireflies" }, firehound = { bank = "hound", build = "hound_red" }, firepit = { bank = "firepit", build = "firepit" }, firestaff = { bank = "staffs", build = "staffs" }, fish = { bank = "fish", build = "fish01" }, fish_cooked = { bank = "fish", build = "fish01" }, fishingrod = { bank = "fishingrod", build = "fishingrod" }, flies = { bank = "flies", build = "flies" }, flint = { bank = "flint", build = "flint" }, flower = { bank = "flowers", build = "flowers" }, flower_cave = { bank = "bulb_plant_single", build = "bulb_plant_single" }, flower_cave_double = { bank = "bulb_plant_double", build = "bulb_plant_double" }, flower_cave_triple = { bank = "bulb_plant_triple", build = "bulb_plant_triple" }, flower_evil = { bank = "flowers_evil", build = "flowers_evil" }, flowerhat = { bank = "flowerhat", build = "hat_flower" }, foliage = { bank = "foliage", build = "foliage" }, food_blueprint = { bank = "blueprint", build = "blueprint" }, footballhat = { bank = "footballhat", build = "hat_football" }, frog = { bank = "frog", build = "frog" }, froglegs = { bank = "frog_legs", build = "frog_legs" }, froglegs_cooked = { bank = "frog_legs", build = "frog_legs" }, gears = { bank = "gears", build = "gears" }, gemology_blueprint = { bank = "blueprint", build = "blueprint" }, gemsocket = { bank = "staff_purple_base", build = "staff_purple_base" }, ghost = { bank = "ghost", build = "ghost_build" }, goldenaxe = { bank = "goldenaxe", build = "goldenaxe" }, goldenpickaxe = { bank = "goldenpickaxe", build = "goldenpickaxe" }, goldenshovel = { bank = "goldenshovel", build = "goldenshovel" }, goldnugget = { bank = "goldnugget", build = "gold_nugget" }, grass = { bank = "grass", build = "grass1" }, gravestone = { bank = "gravestone", build = "gravestones" }, green_cap = { bank = "mushrooms", build = "mushrooms" }, green_cap_cooked = { bank = "mushrooms", build = "mushrooms" }, green_mushroom = { bank = "mushrooms", build = "mushrooms" }, greengem = { bank = "gems", build = "gems" }, gridplacer = { bank = "gridplacer", build = "gridplacer" }, ground_chunks_breaking = { bank = "ground_breaking", build = "ground_chunks_breaking" }, guano = { bank = "guano", build = "guano" }, gunpowder = { bank = "gunpowder", build = "gunpowder" }, hambat = { bank = "ham_bat", build = "ham_bat" }, hammer = { bank = "hammer", build = "hammer" }, healingsalve = { bank = "spider_gland_salve", build = "spider_gland_salve" }, heatrock = { bank = "heat_rock", build = "heat_rock" }, homesign = { bank = "sign_home", build = "sign_home" }, honey = { bank = "honey", build = "honey" }, honeycomb = { bank = "honeycomb", build = "honeycomb" }, horn = { bank = "horn", build = "horn" }, hound = { bank = "hound", build = "hound" }, houndbone = { bank = "houndbase", build = "hound_base" }, houndmound = { bank = "houndbase", build = "hound_base" }, houndstooth = { bank = "houndstooth", build = "hounds_tooth" }, ice_projectile = { bank = "projectile", build = "staff_projectile" }, icebox = { bank = "icebox", build = "ice_box" }, icehound = { bank = "hound", build = "hound_ice" }, icestaff = { bank = "staffs", build = "staffs" }, impact = { bank = "impact", build = "impact" }, insanityrock = { bank = "blocker_sanity", build = "blocker_sanity" }, killerbee = { bank = "bee", build = "bee_angry_build" }, knight = { bank = "knight", build = "knight_build" }, koalefant_summer = { bank = "koalefant", build = "koalefant_summer_build" }, koalefant_winter = { bank = "koalefant", build = "koalefant_winter_build" }, krampus = { bank = "krampus", build = "krampus_build" }, krampus_sack = { bank = "backpack1", build = "swap_krampus_sack" }, lantern = { bank = "lantern", build = "lantern" }, lavalight = { bank = "fire_large_character", build = "fire_large_character" }, leif = { bank = "leif", build = "leif_build" }, leif_sparse = { bank = "leif", build = "leif_lumpy_build" }, light_blueprint = { bank = "blueprint", build = "blueprint" }, lightbulb = { bank = "bulb", build = "bulb" }, lighter = { bank = "lighter", build = "lighter" }, lightning = { bank = "lightning", build = "lightning" }, lightning_rod = { bank = "lightning_rod", build = "lightning_rod" }, little_walrus = { bank = "walrus", build = "walrus_baby_build" }, livinglog = { bank = "livinglog", build = "livinglog" }, lockedwes = { bank = "wilson", build = "wes" }, log = { bank = "log", build = "log" }, lucy = { bank = "Lucy_axe", build = "Lucy_axe" }, lureplant = { bank = "eyeplant_trap", build = "eyeplant_trap" }, lureplantbulb = { bank = "eyeplant_bulb", build = "eyeplant_bulb" }, magic_blueprint = { bank = "blueprint", build = "blueprint" }, mandrake = { bank = "mandrake", build = "mandrake" }, manrabbit_tail = { bank = "manrabbit_tail", build = "manrabbit_tail" }, marble = { bank = "marble", build = "marble" }, marblepillar = { bank = "marble_pillar", build = "marble_pillar" }, marbletree = { bank = "marble_trees", build = "marble_trees" }, marbletree_1 = { bank = "marble_trees", build = "marble_trees" }, marbletree_2 = { bank = "marble_trees", build = "marble_trees" }, marbletree_3 = { bank = "marble_trees", build = "marble_trees" }, marbletree_4 = { bank = "marble_trees", build = "marble_trees" }, marsh_bush = { bank = "marsh_bush", build = "marsh_bush" }, marsh_plant = { bank = "marsh_plant", build = "marsh_plant" }, marsh_tree = { bank = "marsh_tree", build = "tree_marsh" }, maxwell = { bank = "maxwell", build = "maxwell_build" }, maxwellendgame = { bank = "maxwellthrone", build = "maxwell_endgame" }, maxwellhead = { bank = "maxwell_floatinghead", build = "maxwell_floatinghead" }, maxwellintro = { bank = "maxwell", build = "maxwell_build" }, maxwellkey = { bank = "purplegem", build = "purple_gem" }, maxwelllight = { bank = "maxwell_torch", build = "maxwell_torch" }, maxwelllight_area = { bank = "maxwell_torch", build = "maxwell_torch" }, maxwelllight_flame = { bank = "campfire_fire", build = "campfire_fire" }, maxwelllock = { bank = "diviningrod", build = "diviningrod_maxwell" }, maxwellphonograph = { bank = "phonograph", build = "phonograph" }, maxwellthrone = { bank = "throne", build = "maxwell_throne" }, meat = { bank = "meat", build = "meat" }, meat_dried = { bank = "meat_rack_food", build = "meat_rack_food" }, meatrack = { bank = "meat_rack", build = "meat_rack" }, merm = { bank = "pigman", build = "merm_build" }, mermhead = { bank = "merm_head", build = "merm_head" }, mermhouse = { bank = "pig_house", build = "pig_house" }, minerhat = { bank = "minerhat", build = "hat_miner" }, monkey = { bank = "kiki", build = "kiki_basic" }, monkeybarrel = { bank = "barrel", build = "monkey_barrel" }, monkeyprojectile = { bank = "monkey_projectile", build = "monkey_projectile" }, monstermeat = { bank = "monstermeat", build = "meat_monster" }, monstermeat_dried = { bank = "meat_rack_food", build = "meat_rack_food" }, mosquito = { bank = "mosquito", build = "mosquito" }, mound = { bank = "gravestone", build = "gravestones" }, multitool_axe_pickaxe = { bank = "multitool_axe_pickaxe", build = "multitool_axe_pickaxe" }, mushtree_medium = { bank = "mushroom_tree_med", build = "mushroom_tree_med" }, mushtree_small = { bank = "mushroom_tree_small", build = "mushroom_tree_small" }, mushtree_tall = { bank = "mushroom_tree", build = "mushroom_tree_tall" }, nightlight = { bank = "nightmare_torch", build = "nightmare_torch" }, nightlight_flame = { bank = "campfire_fire", build = "campfire_fire" }, nightmarefuel = { bank = "nightmarefuel", build = "nightmarefuel" }, nightsword = { bank = "nightmaresword", build = "nightmaresword" }, nitre = { bank = "nitre", build = "nitre" }, onemanband = { bank = "onemanband", build = "armor_onemanband" }, orangeamulet = { bank = "amulets", build = "amulets" }, orangegem = { bank = "gems", build = "gems" }, pandoraschest = { bank = "pandoras_chest", build = "pandoras_chest" }, panflute = { bank = "pan_flute", build = "pan_flute" }, papyrus = { bank = "papyrus", build = "papyrus" }, penguin = { bank = "penguin", build = "penguin_build" }, penguin_ice = { bank = "penguin_ice", build = "penguin_ice" }, perd = { bank = "perd", build = "perd" }, petals = { bank = "petals", build = "flower_petals" }, petals_evil = { bank = "flower_petals_evil", build = "flower_petals_evil" }, phonograph_box = { bank = "phonograph", build = "phonograph" }, phonograph_complete = { bank = "phonograph", build = "phonograph" }, phonograph_cone = { bank = "phonograph", build = "phonograph" }, phonograph_crank = { bank = "phonograph", build = "phonograph" }, phonograph_gears = { bank = "phonograph", build = "phonograph" }, pickaxe = { bank = "pickaxe", build = "pickaxe" }, pigguard = { bank = "pigman", build = "pig_guard_build" }, piggyback = { bank = "piggyback", build = "piggyback" }, pighead = { bank = "pig_head", build = "pig_head" }, pighouse = { bank = "pig_house", build = "pig_house" }, pigking = { bank = "Pig_King", build = "Pig_King" }, pigman = { bank = "pigman", build = "pig_build" }, pigskin = { bank = "pigskin", build = "pigskin" }, pigtorch = { bank = "pigtorch", build = "pig_torch" }, pigtorch_flame = { bank = "campfire_fire", build = "campfire_fire" }, pinecone = { bank = "pinecone", build = "pinecone" }, pitchfork = { bank = "pitchfork", build = "pitchfork" }, plant_normal = { bank = "plant_normal", build = "plant_normal" }, plantmeat = { bank = "plant_meat", build = "plant_meat" }, plantmeat_cooked = { bank = "plant_meat", build = "plant_meat" }, pomegranate = { bank = "pomegranate", build = "pomegranate" }, pomegranate_cooked = { bank = "pomegranate", build = "pomegranate" }, pomegranate_seeds = { bank = "seeds", build = "seeds" }, pond = { bank = "marsh_tile", build = "marsh_tile" }, pond_mos = { bank = "marsh_tile", build = "marsh_tile" }, poop = { bank = "poop", build = "poop" }, poopcloud = { bank = "poopcloud", build = "poop_cloud" }, portal_home = { bank = "grass", build = "grass1" }, portal_level = { bank = "grass", build = "grass1" }, pumpkin = { bank = "pumpkin", build = "pumpkin" }, pumpkin_cooked = { bank = "pumpkin", build = "pumpkin" }, pumpkin_lantern = { bank = "pumpkin", build = "pumpkin_lantern" }, pumpkin_seeds = { bank = "seeds", build = "seeds" }, puppet_wendy = { bank = "wilson", build = "wendy" }, puppet_wes = { bank = "wilson", build = "wes" }, puppet_wickerbottom = { bank = "wilson", build = "wickerbottom" }, puppet_willow = { bank = "wilson", build = "willow" }, puppet_wilson = { bank = "wilson", build = "wilson" }, puppet_wolfgang = { bank = "wilson", build = "wolfgang" }, puppet_woodie = { bank = "wilson", build = "woodie" }, puppet_wx78 = { bank = "wilson", build = "wx78" }, purpleamulet = { bank = "amulets", build = "amulets" }, purplegem = { bank = "gems", build = "gems" }, rabbit = { bank = "rabbit", build = "rabbit_build" }, rabbithole = { bank = "rabbithole", build = "rabbit_hole" }, rabbithouse = { bank = "rabbithouse", build = "rabbit_house" }, raindrop = { bank = "raindrop", build = "raindrop" }, rainometer = { bank = "rain_meter", build = "rain_meter" }, razor = { bank = "razor", build = "razor" }, red_cap = { bank = "mushrooms", build = "mushrooms" }, red_cap_cooked = { bank = "mushrooms", build = "mushrooms" }, red_mushroom = { bank = "mushrooms", build = "mushrooms" }, redgem = { bank = "gems", build = "gems" }, reeds = { bank = "grass", build = "reeds" }, refine_blueprint = { bank = "blueprint", build = "blueprint" }, researchlab = { bank = "researchlab", build = "researchlab" }, researchlab2 = { bank = "researchlab2", build = "researchlab2" }, researchlab3 = { bank = "researchlab3", build = "researchlab3" }, researchlab4 = { bank = "researchlab4", build = "researchlab4" }, resurrectionstatue = { bank = "wilsonstatue", build = "wilsonstatue" }, resurrectionstone = { bank = "resurrection_stone", build = "resurrection_stone" }, robin = { bank = "crow", build = "robin_build" }, robin_winter = { bank = "crow", build = "robin_winter_build" }, rock1 = { bank = "rock", build = "rock" }, rock2 = { bank = "rock2", build = "rock2" }, rock_flintless = { bank = "rock_flintless", build = "rock_flintless" }, rock_light = { bank = "rock_light", build = "rock_light" }, rocks = { bank = "rocks", build = "rocks" }, rocky = { bank = "rocky", build = "rocky" }, rook = { bank = "rook", build = "rook_build" }, rope = { bank = "rope", build = "rope" }, rottenegg = { bank = "birdegg", build = "bird_eggs" }, rubble = { bank = "rubble", build = "ruins_rubble" }, rubble_low = { bank = "rubble", build = "ruins_rubble" }, rubble_med = { bank = "rubble", build = "ruins_rubble" }, ruins_bowl = { bank = "relic", build = "ruins_bowl" }, ruins_chair = { bank = "relic", build = "ruins_chair" }, ruins_chipbowl = { bank = "relic", build = "ruins_chipbowl" }, ruins_plate = { bank = "relic", build = "ruins_plate" }, ruins_table = { bank = "relic", build = "ruins_table" }, ruins_vase = { bank = "relic", build = "ruins_vase" }, sanityrock = { bank = "blocker_sanity", build = "blocker_sanity" }, sapling = { bank = "sapling", build = "sapling" }, science_blueprint = { bank = "blueprint", build = "blueprint" }, seeds = { bank = "seeds", build = "seeds" }, seeds_cooked = { bank = "seeds", build = "seeds" }, sewing_kit = { bank = "sewing_kit", build = "sewing_kit" }, shadowhand = { bank = "shadowcreatures", build = "shadow_creatures_ground" }, shadowhand_arm = { bank = "shadowcreatures", build = "shadow_creatures_ground" }, shadowskittish = { bank = "shadowcreatures", build = "shadow_skittish" }, shadowwatcher = { bank = "shadowcreatures", build = "shadow_creatures_ground" }, shatter = { bank = "frozen_shatter", build = "frozen_shatter" }, shovel = { bank = "shovel", build = "shovel" }, signleft = { bank = "farm_decor", build = "farm_decor" }, signright = { bank = "farm_decor", build = "farm_decor" }, silk = { bank = "silk", build = "silk" }, sinkhole = { bank = "blocker", build = "blocker" }, skeleton = { bank = "skeleton", build = "skeletons" }, skullchest = { bank = "skull_chest", build = "skull_chest" }, slow_farmplot = { bank = "farmplot", build = "farmplot" }, slurper = { bank = "slurper", build = "slurper_basic" }, slurtle = { bank = "slurtle", build = "slurtle" }, slurtle_shellpieces = { bank = "slurtle_shellpieces", build = "slurtle_shellpieces" }, slurtlehat = { bank = "slurtlehat", build = "hat_slurtle" }, slurtlehole = { bank = "slurtle_mound", build = "slurtle_mound" }, slurtleslime = { bank = "slurtle_slime", build = "slurtle_slime" }, smallbird = { bank = "smallbird", build = "smallbird_basic" }, smallmeat = { bank = "meat_small", build = "meat_small" }, smallmeat_dried = { bank = "meat_rack_food", build = "meat_rack_food" }, snurtle = { bank = "snurtle", build = "slurtle_snaily" }, sounddebugicon = { bank = "sound", build = "sounddebug" }, sparks = { bank = "sparks", build = "sparks" }, spear = { bank = "spear", build = "spear" }, spider = { bank = "spider", build = "spider_build" }, spider_hider = { bank = "spider_hider", build = "DS_spider_caves" }, spider_spitter = { bank = "spider_spitter", build = "DS_spider2_caves" }, spider_warrior = { bank = "spider", build = "spider_warrior_build" }, spider_web_spit = { bank = "spider_spit", build = "spider_spit" }, spiderden = { bank = "spider_cocoon", build = "spider_cocoon" }, spiderden_2 = { bank = "spider_cocoon", build = "spider_cocoon" }, spiderden_3 = { bank = "spider_cocoon", build = "spider_cocoon" }, spidereggsack = { bank = "spider_egg_sac", build = "spider_egg_sac" }, spidergland = { bank = "spider_gland", build = "spider_gland" }, spiderhat = { bank = "spiderhat", build = "hat_spider" }, spiderhole = { bank = "spider_mound", build = "spider_mound" }, spiderqueen = { bank = "spider_queen", build = "spider_queen_build" }, splash_spiderweb = { bank = "splash_spiderweb", build = "splash_spiderweb" }, spoiled_food = { bank = "spoiled", build = "spoiled_food" }, staffcastfx = { bank = "staff_fx", build = "staff" }, stafflight = { bank = "star", build = "star" }, stalagmite = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_full = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_low = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_med = { bank = "rock_stalagmite", build = "rock_stalagmite" }, stalagmite_tall = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, stalagmite_tall_full = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, stalagmite_tall_low = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, stalagmite_tall_med = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall" }, statueface = { bank = "statue_ruins_small", build = "statue_ruins_small" }, statueface_nogem = { bank = "statue_ruins_small", build = "statue_ruins_small" }, statueharp = { bank = "statue_small", build = "statue_small" }, statuemaxwell = { bank = "statue_maxwell", build = "statue_maxwell" }, stick = { bank = "farm_decor", build = "farm_decor" }, stickleft = { bank = "farm_decor", build = "farm_decor" }, stickright = { bank = "farm_decor", build = "farm_decor" }, stinger = { bank = "stinger", build = "stinger" }, strawhat = { bank = "strawhat", build = "hat_straw" }, structures_blueprint = { bank = "blueprint", build = "blueprint" }, sunkboat = { bank = "boat_sunk", build = "boat_sunk" }, survival_blueprint = { bank = "blueprint", build = "blueprint" }, sweatervest = { bank = "armor_sweatervest", build = "armor_sweatervest" }, tallbird = { bank = "tallbird", build = "ds_tallbird_basic" }, tallbirdegg = { bank = "egg", build = "tallbird_egg" }, tallbirdegg_cooked = { bank = "egg", build = "tallbird_egg" }, tallbirdegg_cracked = { bank = "egg", build = "tallbird_egg" }, tallbirdnest = { bank = "egg", build = "tallbird_egg" }, teenbird = { bank = "tallbird", build = "tallbird_teen_build" }, telebase = { bank = "staff_purple_base_ground", build = "staff_purple_base_ground" }, teleportato_base = { bank = "teleporter", build = "teleportato_build" }, teleportato_box = { bank = "parts", build = "teleportato_parts_build" }, teleportato_checkmate = { bank = "teleporter", build = "teleportato_adventure_build" }, teleportato_crank = { bank = "parts", build = "teleportato_parts_build" }, teleportato_potato = { bank = "parts", build = "teleportato_parts_build" }, teleportato_ring = { bank = "parts", build = "teleportato_parts_build" }, telestaff = { bank = "staffs", build = "staffs" }, tent = { bank = "tent", build = "tent" }, tentacle = { bank = "tentacle", build = "tentacle" }, tentacle_garden = { bank = "tentaclepillar", build = "tentacle_pillar" }, tentacle_pillar = { bank = "tentaclepillar", build = "tentacle_pillar" }, tentacle_pillar_arm = { bank = "tentacle_arm", build = "tentacle_arm" }, tentaclespike = { bank = "spike", build = "tentacle_spike" }, tentaclespots = { bank = "tentaclespots", build = "tentaclespots" }, terrorbeak = { bank = "shadowcreature2", build = "shadow_insanity2_basic" }, tools_blueprint = { bank = "blueprint", build = "blueprint" }, tophat = { bank = "tophat", build = "hat_top" }, torch = { bank = "torch", build = "torch" }, trap = { bank = "trap", build = "trap" }, trap_teeth = { bank = "trap_teeth", build = "trap_teeth" }, trap_teeth_maxwell = { bank = "trap_teeth_maxwell", build = "trap_teeth_maxwell" }, treasurechest = { bank = "chest", build = "treasure_chest" }, treeclump = { bank = "tree_clump", build = "tree_clump" }, trinket_1 = { bank = "trinkets", build = "trinkets" }, trinket_10 = { bank = "trinkets", build = "trinkets" }, trinket_11 = { bank = "trinkets", build = "trinkets" }, trinket_12 = { bank = "trinkets", build = "trinkets" }, trinket_2 = { bank = "trinkets", build = "trinkets" }, trinket_3 = { bank = "trinkets", build = "trinkets" }, trinket_4 = { bank = "trinkets", build = "trinkets" }, trinket_5 = { bank = "trinkets", build = "trinkets" }, trinket_6 = { bank = "trinkets", build = "trinkets" }, trinket_7 = { bank = "trinkets", build = "trinkets" }, trinket_8 = { bank = "trinkets", build = "trinkets" }, trinket_9 = { bank = "trinkets", build = "trinkets" }, trunk_cooked = { bank = "trunk", build = "koalephant_trunk" }, trunk_summer = { bank = "trunk", build = "koalephant_trunk" }, trunk_winter = { bank = "trunk", build = "koalephant_trunk" }, trunkvest_summer = { bank = "armor_trunkvest_summer", build = "armor_trunkvest_summer" }, trunkvest_winter = { bank = "armor_trunkvest_winter", build = "armor_trunkvest_winter" }, turf_carpetfloor = { bank = "turf", build = "turf" }, turf_cave = { bank = "turf", build = "turf" }, turf_checkerfloor = { bank = "turf", build = "turf" }, turf_dirt = { bank = "turf", build = "turf" }, turf_forest = { bank = "turf", build = "turf" }, turf_fungus = { bank = "turf", build = "turf" }, turf_grass = { bank = "turf", build = "turf" }, turf_marsh = { bank = "turf", build = "turf" }, turf_mud = { bank = "turf", build = "turf" }, turf_road = { bank = "turf", build = "turf" }, turf_rocky = { bank = "turf", build = "turf" }, turf_savanna = { bank = "turf", build = "turf" }, turf_sinkhole = { bank = "turf", build = "turf" }, turf_underrock = { bank = "turf", build = "turf" }, turf_woodfloor = { bank = "turf", build = "turf" }, twigs = { bank = "twigs", build = "twigs" }, umbrella = { bank = "umbrella", build = "umbrella" }, wall_hay = { bank = "wall", build = "wall_hay" }, wall_hay_item = { bank = "wall", build = "wall_hay" }, wall_ruins = { bank = "wall", build = "wall_ruins" }, wall_ruins_item = { bank = "wall", build = "wall_ruins" }, wall_stone = { bank = "wall", build = "wall_stone" }, wall_stone_item = { bank = "wall", build = "wall_stone" }, wall_wood = { bank = "wall", build = "wall_wood" }, wall_wood_item = { bank = "wall", build = "wall_wood" }, walrus = { bank = "walrus", build = "walrus_build" }, walrus_camp = { bank = "igloo_track", build = "igloo_track" }, walrus_dart = { bank = "blow_dart", build = "blow_dart" }, walrus_tusk = { bank = "walrus_tusk", build = "walrus_tusk" }, walrushat = { bank = "walrushat", build = "hat_walrus" }, warningshadow = { bank = "warning_shadow", build = "warning_shadow" }, wasphive = { bank = "wasphive", build = "wasphive" }, winterhat = { bank = "winterhat", build = "hat_winter" }, winterometer = { bank = "winter_meter", build = "winter_meter" }, wormhole = { bank = "teleporter_worm", build = "teleporter_worm_build" }, wormhole_limited_1 = { bank = "teleporter_worm", build = "teleporter_sickworm_build" }, yellowgem = { bank = "gems", build = "gems" }, yellowstaff = { bank = "staffs", build = "staffs" },} Edited August 1, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-273620 Share on other sites More sharing options...
simplex Posted August 1, 2013 Share Posted August 1, 2013 (edited) [MENTION=10028]tehMugwump[/MENTION]After checking the code used by Test Tools to preview the images, I saw that you indeed need the base animation played (though currently you were just assuming it'd always be "idle", which would mostly be the case). So I added the entry "baseanim":-- Mapping of prefab names to the base builds and banks.return { abigail = { bank = "ghost", build = "ghost_wendy_build", baseanim = "idle" }, abigail_flower = { bank = "abigail_flower", build = "abigail_flower", baseanim = "idle1" }, adventure_portal = { bank = "portal_adventure", build = "portal_adventure", baseanim = "idle_off" }, amulet = { bank = "amulets", build = "amulets", baseanim = "redamulet" }, ancient_altar = { bank = "crafting_table", build = "crafting_table", baseanim = "idle" }, animal_track = { bank = "track", build = "koalefant_tracks", baseanim = "idle" }, armor_sanity = { bank = "armor_sanity", build = "armor_sanity", baseanim = "anim" }, armorgrass = { bank = "armor_grass", build = "armor_grass", baseanim = "anim" }, armormarble = { bank = "armor_marble", build = "armor_marble", baseanim = "anim" }, armorsnurtleshell = { bank = "armor_slurtleshell", build = "armor_slurtleshell", baseanim = "anim" }, armorwood = { bank = "armor_wood", build = "armor_wood", baseanim = "anim" }, ash = { bank = "ashes", build = "ash", baseanim = "idle" }, axe = { bank = "axe", build = "axe", baseanim = "idle" }, babybeefalo = { bank = "beefalo", build = "beefalo_baby_build", baseanim = "idle_loop" }, backpack = { bank = "backpack1", build = "swap_backpack", baseanim = "anim" }, balloon = { bank = "balloon", build = "balloon", baseanim = "idle" }, balloons_empty = { bank = "balloons_empty", build = "balloons_empty", baseanim = "idle" }, bandage = { bank = "bandage", build = "bandage", baseanim = "idle" }, basalt = { bank = "blocker", build = "blocker", baseanim = "block1" }, basalt_pillar = { bank = "blocker", build = "blocker", baseanim = "block3" }, bat = { bank = "bat", build = "bat_basic", baseanim = "idle" }, batbat = { bank = "batbat", build = "batbat", baseanim = "idle" }, batcave = { bank = "batcave", build = "batcave", baseanim = "idle" }, batwing = { bank = "batwing", build = "batwing", baseanim = "raw" }, batwing_cooked = { bank = "batwing", build = "batwing", baseanim = "cooked" }, beardhair = { bank = "beardhair", build = "beardhair", baseanim = "idle" }, bedroll_furry = { bank = "swap_bedroll_furry", build = "swap_bedroll_furry", baseanim = "idle" }, bedroll_straw = { bank = "swap_bedroll_straw", build = "swap_bedroll_straw", baseanim = "idle" }, bee = { bank = "bee", build = "bee_build", baseanim = "idle" }, beebox = { bank = "bee_box", build = "bee_box", baseanim = "idle" }, beefalo = { bank = "beefalo", build = "beefalo_build", baseanim = "idle_loop" }, beefalohat = { bank = "beefalohat", build = "hat_beefalo", baseanim = "anim" }, beefalowool = { bank = "beefalo_wool", build = "beefalo_wool", baseanim = "idle" }, beehat = { bank = "beehat", build = "hat_bee", baseanim = "anim" }, beehive = { bank = "beehive", build = "beehive", baseanim = "cocoon_small" }, beemine = { bank = "bee_mine", build = "bee_mine", baseanim = "idle" }, beemine_maxwell = { bank = "bee_mine_maxwell", build = "bee_mine_maxwell", baseanim = "idle" }, berries = { bank = "berries", build = "berries", baseanim = "idle" }, berries_cooked = { bank = "berries", build = "berries", baseanim = "cooked" }, berrybush = { bank = "berrybush", build = "berrybush", baseanim = "berriesmost" }, berrybush2 = { bank = "berrybush2", build = "berrybush2", baseanim = "berriesmost" }, bird_egg = { bank = "birdegg", build = "bird_eggs", baseanim = "idle" }, bird_egg_cooked = { bank = "birdegg", build = "bird_eggs", baseanim = "cooked" }, birdcage = { bank = "birdcage", build = "bird_cage", baseanim = "idle" }, birdtrap = { bank = "birdtrap", build = "birdtrap", baseanim = "idle" }, bishop = { bank = "bishop", build = "bishop", baseanim = "idle" }, bishop_charge = { bank = "bishop_attack", build = "bishop_attack", baseanim = "idle" }, blowdart_fire = { bank = "blow_dart", build = "blow_dart", baseanim = "idle_red" }, blowdart_pipe = { bank = "blow_dart", build = "blow_dart", baseanim = "idle_pipe" }, blowdart_sleep = { bank = "blow_dart", build = "blow_dart", baseanim = "idle_purple" }, blue_cap = { bank = "mushrooms", build = "mushrooms", baseanim = "blue_cap" }, blue_cap_cooked = { bank = "mushrooms", build = "mushrooms", baseanim = "blue_cap_cooked" }, blue_mushroom = { bank = "mushrooms", build = "mushrooms", baseanim = "inground" }, blueamulet = { bank = "amulets", build = "amulets", baseanim = "blueamulet" }, bluegem = { bank = "gems", build = "gems", baseanim = "bluegem_idle" }, blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, boards = { bank = "boards", build = "boards", baseanim = "idle" }, bonfire = { bank = "bonfire", build = "bonfire", baseanim = "off" }, book_birds = { bank = "books", build = "books", baseanim = "book_birds" }, book_brimstone = { bank = "books", build = "books", baseanim = "book_brimstone" }, book_gardening = { bank = "books", build = "books", baseanim = "book_gardening" }, book_sleep = { bank = "books", build = "books", baseanim = "book_sleep" }, book_tentacles = { bank = "books", build = "books", baseanim = "book_tentacles" }, boomerang = { bank = "boomerang", build = "boomerang", baseanim = "idle" }, brokentool = { bank = "broketool", build = "broken_tool", baseanim = "used" }, bugnet = { bank = "bugnet", build = "bugnet", baseanim = "idle" }, bunnyman = { bank = "manrabbit", build = "manrabbit_build", baseanim = "idle_loop" }, bushhat = { bank = "bushhat", build = "hat_bush", baseanim = "anim" }, butter = { bank = "butter", build = "butter", baseanim = "idle" }, butterfly = { bank = "butterfly", build = "butterfly_basic", baseanim = "idle" }, butterflywings = { bank = "butterfly_wings", build = "butterfly_wings", baseanim = "idle" }, campfire = { bank = "campfire", build = "campfire", baseanim = "idle" }, campfirefire = { bank = "campfire_fire", build = "campfire_fire", baseanim = "idle" }, cane = { bank = "cane", build = "cane", baseanim = "idle" }, carrot = { bank = "carrot", build = "carrot", baseanim = "idle" }, carrot_cooked = { bank = "carrot", build = "carrot", baseanim = "cooked" }, carrot_planted = { bank = "carrot", build = "carrot", baseanim = "planted" }, carrot_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, cave_banana = { bank = "cave_banana", build = "cave_banana", baseanim = "idle" }, cave_banana_cooked = { bank = "cave_banana", build = "cave_banana", baseanim = "cooked" }, cave_banana_tree = { bank = "cave_banana_tree", build = "cave_banana_tree", baseanim = "idle_loop" }, cave_entrance = { bank = "cave_entrance", build = "cave_entrance", baseanim = "idle_closed" }, cave_exit = { bank = "exitrope", build = "cave_exit_rope", baseanim = "idle" }, cave_fern = { bank = "ferns", build = "cave_ferns", baseanim = "f1" }, cavelight = { bank = "cavelight", build = "cave_exit_lightsource", baseanim = "idle_loop" }, character_fire = { bank = "fire_large_character", build = "fire_large_character", baseanim = "idle" }, charcoal = { bank = "charcoal", build = "charcoal", baseanim = "idle" }, chessjunk1 = { bank = "chessmonster_ruins", build = "chessmonster_ruins", baseanim = "idle1" }, chessjunk2 = { bank = "chessmonster_ruins", build = "chessmonster_ruins", baseanim = "idle2" }, chessjunk3 = { bank = "chessmonster_ruins", build = "chessmonster_ruins", baseanim = "idle3" }, chester = { bank = "chester", build = "chester", baseanim = "idle" }, chester_eyebone = { bank = "eyebone", build = "chester_eyebone", baseanim = "idle_loop" }, collapse_big = { bank = "collapse", build = "structure_collapse_fx", baseanim = "collapse_large" }, collapse_small = { bank = "collapse", build = "structure_collapse_fx", baseanim = "collapse_small" }, compass = { bank = "compass", build = "compass", baseanim = "idle" }, cookedmandrake = { bank = "mandrake", build = "mandrake", baseanim = "cooked" }, cookedmeat = { bank = "meat", build = "meat", baseanim = "cooked" }, cookedmonstermeat = { bank = "monstermeat", build = "meat_monster", baseanim = "cooked" }, cookedsmallmeat = { bank = "meat_small", build = "meat_small", baseanim = "cooked" }, cookpot = { bank = "cook_pot", build = "cook_pot", baseanim = "idle_empty" }, corn = { bank = "corn", build = "corn", baseanim = "idle" }, corn_cooked = { bank = "corn", build = "corn", baseanim = "cooked" }, corn_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, crawlinghorror = { bank = "shadowcreature1", build = "shadow_insanity1_basic", baseanim = "idle_loop" }, creepyeyes = { bank = "eyes_darkness", build = "eyes_darkness", baseanim = "appear_1" }, crow = { bank = "crow", build = "crow_build", baseanim = "idle" }, cutgrass = { bank = "cutgrass", build = "cutgrass", baseanim = "idle" }, cutreeds = { bank = "cutreeds", build = "cutreeds", baseanim = "idle" }, cutstone = { bank = "cutstone", build = "cutstone", baseanim = "idle" }, deadlyfeast = { bank = "food", build = "cook_pot_food", baseanim = "bonestew" }, deerclops = { bank = "deerclops", build = "deerclops_build", baseanim = "idle_loop" }, deerclops_eyeball = { bank = "deerclops_eyeball", build = "deerclops_eyeball", baseanim = "idle" }, depleted_grass = { bank = "grass", build = "grass1", baseanim = "idle" }, devtool = { bank = "axe", build = "goldenaxe", baseanim = "idle" }, dirtpile = { bank = "track", build = "koalefant_tracks", baseanim = "idle_pile" }, diviningrod = { bank = "diviningrod", build = "diviningrod", baseanim = "dropped" }, diviningrodbase = { bank = "diviningrod", build = "diviningrod", baseanim = "idle_empty" }, diviningrodstart = { bank = "diviningrod", build = "diviningrod", baseanim = "idle_full" }, dragonfruit = { bank = "dragonfruit", build = "dragonfruit", baseanim = "idle" }, dragonfruit_cooked = { bank = "dragonfruit", build = "dragonfruit", baseanim = "cooked" }, dragonfruit_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, dress_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, drumstick = { bank = "drumstick", build = "drumstick", baseanim = "raw" }, drumstick_cooked = { bank = "drumstick", build = "drumstick", baseanim = "cooked" }, dug_berrybush = { bank = "berrybush", build = "berrybush", baseanim = "dropped" }, dug_berrybush2 = { bank = "berrybush", build = "berrybush2", baseanim = "dropped" }, dug_grass = { bank = "grass", build = "grass1", baseanim = "dropped" }, dug_marsh_bush = { bank = "marsh_bush", build = "marsh_bush", baseanim = "dropped" }, dug_sapling = { bank = "sapling", build = "sapling", baseanim = "dropped" }, durian = { bank = "durian", build = "durian", baseanim = "idle" }, durian_cooked = { bank = "durian", build = "durian", baseanim = "cooked" }, durian_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, earmuffshat = { bank = "earmuffshat", build = "hat_earmuffs", baseanim = "anim" }, eggplant = { bank = "eggplant", build = "eggplant", baseanim = "idle" }, eggplant_cooked = { bank = "eggplant", build = "eggplant", baseanim = "cooked" }, eggplant_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, evergreen = { bank = "evergreen_short", build = "evergreen_new", baseanim = "sway2_loop_short" }, evergreen_burnt = { bank = "evergreen_short", build = "evergreen_new", baseanim = "burnt_short" }, evergreen_normal = { bank = "evergreen_short", build = "evergreen_new", baseanim = "sway2_loop_normal" }, evergreen_short = { bank = "evergreen_short", build = "evergreen_new", baseanim = "sway2_loop_short" }, evergreen_sparse = { bank = "evergreen_short", build = "evergreen_new_2", baseanim = "sway2_loop_short" }, evergreen_sparse_normal = { bank = "evergreen_short", build = "evergreen_new_2", baseanim = "sway2_loop_normal" }, evergreen_sparse_short = { bank = "evergreen_short", build = "evergreen_new_2", baseanim = "sway2_loop_short" }, evergreen_sparse_tall = { bank = "evergreen_short", build = "evergreen_new_2", baseanim = "sway2_loop_tall" }, evergreen_stump = { bank = "evergreen_short", build = "evergreen_new", baseanim = "stump_short" }, evergreen_tall = { bank = "evergreen_short", build = "evergreen_new", baseanim = "sway2_loop_tall" }, exitcavelight = { bank = "cavelight", build = "cave_exit_lightsource", baseanim = "idle_loop" }, eyeplant = { bank = "eyeplant", build = "eyeplant", baseanim = "spawn" }, farmrock = { bank = "farm_decor", build = "farm_decor", baseanim = "1" }, farmrockflat = { bank = "farm_decor", build = "farm_decor", baseanim = "8" }, farmrocktall = { bank = "farm_decor", build = "farm_decor", baseanim = "2" }, fast_farmplot = { bank = "farmplot", build = "farmplot", baseanim = "full" }, feather_crow = { bank = "feather_crow", build = "feather_crow", baseanim = "idle" }, feather_robin = { bank = "feather_robin", build = "feather_robin", baseanim = "idle" }, feather_robin_winter = { bank = "feather_robin_winter", build = "feather_robin_winter", baseanim = "idle" }, featherhat = { bank = "featherhat", build = "hat_feather", baseanim = "anim" }, fencepost = { bank = "farm_decor", build = "farm_decor", baseanim = "5" }, fencepostright = { bank = "farm_decor", build = "farm_decor", baseanim = "9" }, fight_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, fire = { bank = "fire", build = "fire", baseanim = "idle" }, fire_projectile = { bank = "projectile", build = "staff_projectile", baseanim = "ice_spin_loop" }, fireflies = { bank = "fireflies", build = "fireflies", baseanim = "idle" }, firehound = { bank = "hound", build = "hound_red", baseanim = "idle" }, firepit = { bank = "firepit", build = "firepit", baseanim = "idle" }, firestaff = { bank = "staffs", build = "staffs", baseanim = "redstaff" }, fish = { bank = "fish", build = "fish01", baseanim = "idle" }, fish_cooked = { bank = "fish", build = "fish01", baseanim = "cooked" }, fishingrod = { bank = "fishingrod", build = "fishingrod", baseanim = "idle" }, flies = { bank = "flies", build = "flies", baseanim = "swarm_pre" }, flint = { bank = "flint", build = "flint", baseanim = "idle" }, flower = { bank = "flowers", build = "flowers", baseanim = "f1" }, flower_cave = { bank = "bulb_plant_single", build = "bulb_plant_single", baseanim = "idle" }, flower_cave_double = { bank = "bulb_plant_double", build = "bulb_plant_double", baseanim = "idle" }, flower_cave_triple = { bank = "bulb_plant_triple", build = "bulb_plant_triple", baseanim = "idle" }, flower_evil = { bank = "flowers_evil", build = "flowers_evil", baseanim = "f1" }, flowerhat = { bank = "flowerhat", build = "hat_flower", baseanim = "anim" }, foliage = { bank = "foliage", build = "foliage", baseanim = "anim" }, food_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, footballhat = { bank = "footballhat", build = "hat_football", baseanim = "anim" }, frog = { bank = "frog", build = "frog", baseanim = "idle" }, froglegs = { bank = "frog_legs", build = "frog_legs", baseanim = "idle" }, froglegs_cooked = { bank = "frog_legs", build = "frog_legs", baseanim = "cooked" }, gears = { bank = "gears", build = "gears", baseanim = "idle" }, gemology_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, gemsocket = { bank = "staff_purple_base", build = "staff_purple_base", baseanim = "idle_empty" }, ghost = { bank = "ghost", build = "ghost_build", baseanim = "idle" }, goldenaxe = { bank = "goldenaxe", build = "goldenaxe", baseanim = "idle" }, goldenpickaxe = { bank = "goldenpickaxe", build = "goldenpickaxe", baseanim = "idle" }, goldenshovel = { bank = "goldenshovel", build = "goldenshovel", baseanim = "idle" }, goldnugget = { bank = "goldnugget", build = "gold_nugget", baseanim = "sparkle" }, grass = { bank = "grass", build = "grass1", baseanim = "idle" }, gravestone = { bank = "gravestone", build = "gravestones", baseanim = "grave1" }, green_cap = { bank = "mushrooms", build = "mushrooms", baseanim = "green_cap" }, green_cap_cooked = { bank = "mushrooms", build = "mushrooms", baseanim = "green_cap_cooked" }, green_mushroom = { bank = "mushrooms", build = "mushrooms", baseanim = "inground" }, greengem = { bank = "gems", build = "gems", baseanim = "greengem_idle" }, gridplacer = { bank = "gridplacer", build = "gridplacer", baseanim = "anim" }, ground_chunks_breaking = { bank = "ground_breaking", build = "ground_chunks_breaking", baseanim = "idle" }, guano = { bank = "guano", build = "guano", baseanim = "dump" }, gunpowder = { bank = "gunpowder", build = "gunpowder", baseanim = "idle" }, hambat = { bank = "ham_bat", build = "ham_bat", baseanim = "idle" }, hammer = { bank = "hammer", build = "hammer", baseanim = "idle" }, healingsalve = { bank = "spider_gland_salve", build = "spider_gland_salve", baseanim = "idle" }, heatrock = { bank = "heat_rock", build = "heat_rock", baseanim = "1" }, homesign = { bank = "sign_home", build = "sign_home", baseanim = "idle" }, honey = { bank = "honey", build = "honey", baseanim = "idle" }, honeycomb = { bank = "honeycomb", build = "honeycomb", baseanim = "idle" }, horn = { bank = "horn", build = "horn", baseanim = "idle" }, hound = { bank = "hound", build = "hound", baseanim = "idle" }, houndbone = { bank = "houndbase", build = "hound_base", baseanim = "piece1" }, houndmound = { bank = "houndbase", build = "hound_base", baseanim = "idle" }, houndstooth = { bank = "houndstooth", build = "hounds_tooth", baseanim = "idle" }, ice_projectile = { bank = "projectile", build = "staff_projectile", baseanim = "ice_spin_loop" }, icebox = { bank = "icebox", build = "ice_box", baseanim = "closed" }, icehound = { bank = "hound", build = "hound_ice", baseanim = "idle" }, icestaff = { bank = "staffs", build = "staffs", baseanim = "bluestaff" }, impact = { bank = "impact", build = "impact", baseanim = "idle" }, insanityrock = { bank = "blocker_sanity", build = "blocker_sanity", baseanim = "idle_inactive" }, killerbee = { bank = "bee", build = "bee_angry_build", baseanim = "idle" }, knight = { bank = "knight", build = "knight_build", baseanim = "idle" }, koalefant_summer = { bank = "koalefant", build = "koalefant_summer_build", baseanim = "idle_loop" }, koalefant_winter = { bank = "koalefant", build = "koalefant_winter_build", baseanim = "idle_loop" }, krampus = { bank = "krampus", build = "krampus_build", baseanim = "run_loop" }, krampus_sack = { bank = "backpack1", build = "swap_krampus_sack", baseanim = "anim" }, lantern = { bank = "lantern", build = "lantern", baseanim = "idle_off" }, lavalight = { bank = "fire_large_character", build = "fire_large_character", baseanim = "idle" }, leif = { bank = "leif", build = "leif_build", baseanim = "idle_loop" }, leif_sparse = { bank = "leif", build = "leif_lumpy_build", baseanim = "idle_loop" }, light_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, lightbulb = { bank = "bulb", build = "bulb", baseanim = "idle" }, lighter = { bank = "lighter", build = "lighter", baseanim = "idle" }, lightning = { bank = "lightning", build = "lightning", baseanim = "anim" }, lightning_rod = { bank = "lightning_rod", build = "lightning_rod", baseanim = "idle" }, little_walrus = { bank = "walrus", build = "walrus_baby_build", baseanim = "idle" }, livinglog = { bank = "livinglog", build = "livinglog", baseanim = "idle" }, lockedwes = { bank = "wilson", build = "wes", baseanim = "mime6" }, log = { bank = "log", build = "log", baseanim = "idle" }, lucy = { bank = "Lucy_axe", build = "Lucy_axe", baseanim = "idle" }, lureplant = { bank = "eyeplant_trap", build = "eyeplant_trap", baseanim = "idle_hidden" }, lureplantbulb = { bank = "eyeplant_bulb", build = "eyeplant_bulb", baseanim = "idle" }, magic_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, mandrake = { bank = "mandrake", build = "mandrake", baseanim = "ground" }, manrabbit_tail = { bank = "manrabbit_tail", build = "manrabbit_tail", baseanim = "idle" }, marble = { bank = "marble", build = "marble", baseanim = "anim" }, marblepillar = { bank = "marble_pillar", build = "marble_pillar", baseanim = "full" }, marbletree = { bank = "marble_trees", build = "marble_trees", baseanim = "full_1" }, marbletree_1 = { bank = "marble_trees", build = "marble_trees", baseanim = "full_1" }, marbletree_2 = { bank = "marble_trees", build = "marble_trees", baseanim = "full_2" }, marbletree_3 = { bank = "marble_trees", build = "marble_trees", baseanim = "full_3" }, marbletree_4 = { bank = "marble_trees", build = "marble_trees", baseanim = "full_4" }, marsh_bush = { bank = "marsh_bush", build = "marsh_bush", baseanim = "idle" }, marsh_plant = { bank = "marsh_plant", build = "marsh_plant", baseanim = "idle" }, marsh_tree = { bank = "marsh_tree", build = "tree_marsh", baseanim = "idle" }, maxwell = { bank = "maxwell", build = "maxwell_build", baseanim = "appear" }, maxwellendgame = { bank = "maxwellthrone", build = "maxwell_endgame", baseanim = "idle_loop" }, maxwellhead = { bank = "maxwell_floatinghead", build = "maxwell_floatinghead", baseanim = "idle_loop" }, maxwellintro = { bank = "maxwell", build = "maxwell_build", baseanim = "idle" }, maxwellkey = { bank = "purplegem", build = "purple_gem", baseanim = "idle" }, maxwelllight = { bank = "maxwell_torch", build = "maxwell_torch", baseanim = "idle" }, maxwelllight_area = { bank = "maxwell_torch", build = "maxwell_torch", baseanim = "idle" }, maxwelllight_flame = { bank = "campfire_fire", build = "campfire_fire", baseanim = "idle" }, maxwelllock = { bank = "diviningrod", build = "diviningrod_maxwell", baseanim = "activate_loop" }, maxwellphonograph = { bank = "phonograph", build = "phonograph", baseanim = "idle" }, maxwellthrone = { bank = "throne", build = "maxwell_throne", baseanim = "idle" }, meat = { bank = "meat", build = "meat", baseanim = "raw" }, meat_dried = { bank = "meat_rack_food", build = "meat_rack_food", baseanim = "idle_dried_large" }, meatrack = { bank = "meat_rack", build = "meat_rack", baseanim = "idle_empty" }, merm = { bank = "pigman", build = "merm_build", baseanim = "idle" }, mermhead = { bank = "merm_head", build = "merm_head", baseanim = "idle_asleep" }, mermhouse = { bank = "pig_house", build = "pig_house", baseanim = "rundown" }, minerhat = { bank = "minerhat", build = "hat_miner", baseanim = "anim" }, monkey = { bank = "kiki", build = "kiki_basic", baseanim = "idle_loop" }, monkeybarrel = { bank = "barrel", build = "monkey_barrel", baseanim = "idle" }, monkeyprojectile = { bank = "monkey_projectile", build = "monkey_projectile", baseanim = "idle" }, monstermeat = { bank = "monstermeat", build = "meat_monster", baseanim = "idle" }, monstermeat_dried = { bank = "meat_rack_food", build = "meat_rack_food", baseanim = "idle_dried_monster" }, mosquito = { bank = "mosquito", build = "mosquito", baseanim = "idle" }, mound = { bank = "gravestone", build = "gravestones", baseanim = "gravedirt" }, multitool_axe_pickaxe = { bank = "multitool_axe_pickaxe", build = "multitool_axe_pickaxe", baseanim = "idle" }, mushtree_medium = { bank = "mushroom_tree_med", build = "mushroom_tree_med", baseanim = "idle_loop" }, mushtree_small = { bank = "mushroom_tree_small", build = "mushroom_tree_small", baseanim = "idle_loop" }, mushtree_tall = { bank = "mushroom_tree", build = "mushroom_tree_tall", baseanim = "idle_loop" }, nightlight = { bank = "nightmare_torch", build = "nightmare_torch", baseanim = "idle" }, nightlight_flame = { bank = "campfire_fire", build = "campfire_fire", baseanim = "idle" }, nightmarefuel = { bank = "nightmarefuel", build = "nightmarefuel", baseanim = "idle_loop" }, nightsword = { bank = "nightmaresword", build = "nightmaresword", baseanim = "idle" }, nitre = { bank = "nitre", build = "nitre", baseanim = "idle" }, onemanband = { bank = "onemanband", build = "armor_onemanband", baseanim = "anim" }, orangeamulet = { bank = "amulets", build = "amulets", baseanim = "orangeamulet" }, orangegem = { bank = "gems", build = "gems", baseanim = "orangegem_idle" }, pandoraschest = { bank = "pandoras_chest", build = "pandoras_chest", baseanim = "closed" }, panflute = { bank = "pan_flute", build = "pan_flute", baseanim = "idle" }, papyrus = { bank = "papyrus", build = "papyrus", baseanim = "idle" }, penguin = { bank = "penguin", build = "penguin_build", baseanim = "idle" }, penguin_ice = { bank = "penguin_ice", build = "penguin_ice", baseanim = "idle" }, perd = { bank = "perd", build = "perd", baseanim = "idle" }, petals = { bank = "petals", build = "flower_petals", baseanim = "anim" }, petals_evil = { bank = "flower_petals_evil", build = "flower_petals_evil", baseanim = "anim" }, phonograph_box = { bank = "phonograph", build = "phonograph", baseanim = "box" }, phonograph_complete = { bank = "phonograph", build = "phonograph", baseanim = "complete" }, phonograph_cone = { bank = "phonograph", build = "phonograph", baseanim = "cone" }, phonograph_crank = { bank = "phonograph", build = "phonograph", baseanim = "crank" }, phonograph_gears = { bank = "phonograph", build = "phonograph", baseanim = "gears" }, pickaxe = { bank = "pickaxe", build = "pickaxe", baseanim = "idle" }, pigguard = { bank = "pigman", build = "pig_guard_build", baseanim = "idle_loop" }, piggyback = { bank = "piggyback", build = "piggyback", baseanim = "anim" }, pighead = { bank = "pig_head", build = "pig_head", baseanim = "idle_asleep" }, pighouse = { bank = "pig_house", build = "pig_house", baseanim = "idle" }, pigking = { bank = "Pig_King", build = "Pig_King", baseanim = "idle" }, pigman = { bank = "pigman", build = "pig_build", baseanim = "idle_loop" }, pigskin = { bank = "pigskin", build = "pigskin", baseanim = "idle" }, pigtorch = { bank = "pigtorch", build = "pig_torch", baseanim = "idle" }, pigtorch_flame = { bank = "campfire_fire", build = "campfire_fire", baseanim = "idle" }, pinecone = { bank = "pinecone", build = "pinecone", baseanim = "idle" }, pitchfork = { bank = "pitchfork", build = "pitchfork", baseanim = "idle" }, plant_normal = { bank = "plant_normal", build = "plant_normal", baseanim = "grow" }, plantmeat = { bank = "plant_meat", build = "plant_meat", baseanim = "raw" }, plantmeat_cooked = { bank = "plant_meat", build = "plant_meat", baseanim = "cooked" }, pomegranate = { bank = "pomegranate", build = "pomegranate", baseanim = "idle" }, pomegranate_cooked = { bank = "pomegranate", build = "pomegranate", baseanim = "cooked" }, pomegranate_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, pond = { bank = "marsh_tile", build = "marsh_tile", baseanim = "idle" }, pond_mos = { bank = "marsh_tile", build = "marsh_tile", baseanim = "idle_mos" }, poop = { bank = "poop", build = "poop", baseanim = "dump" }, poopcloud = { bank = "poopcloud", build = "poop_cloud", baseanim = "idle" }, portal_home = { bank = "grass", build = "grass1", baseanim = "idle" }, portal_level = { bank = "grass", build = "grass1", baseanim = "idle" }, pumpkin = { bank = "pumpkin", build = "pumpkin", baseanim = "idle" }, pumpkin_cooked = { bank = "pumpkin", build = "pumpkin", baseanim = "cooked" }, pumpkin_lantern = { bank = "pumpkin", build = "pumpkin_lantern", baseanim = "idle_night_pre" }, pumpkin_seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, puppet_wendy = { bank = "wilson", build = "wendy", baseanim = "throne_loop" }, puppet_wes = { bank = "wilson", build = "wes", baseanim = "throne_loop" }, puppet_wickerbottom = { bank = "wilson", build = "wickerbottom", baseanim = "throne_loop" }, puppet_willow = { bank = "wilson", build = "willow", baseanim = "throne_loop" }, puppet_wilson = { bank = "wilson", build = "wilson", baseanim = "throne_loop" }, puppet_wolfgang = { bank = "wilson", build = "wolfgang", baseanim = "throne_loop" }, puppet_woodie = { bank = "wilson", build = "woodie", baseanim = "throne_loop" }, puppet_wx78 = { bank = "wilson", build = "wx78", baseanim = "throne_loop" }, purpleamulet = { bank = "amulets", build = "amulets", baseanim = "purpleamulet" }, purplegem = { bank = "gems", build = "gems", baseanim = "purplegem_idle" }, rabbit = { bank = "rabbit", build = "rabbit_build", baseanim = "idle" }, rabbithole = { bank = "rabbithole", build = "rabbit_hole", baseanim = "anim" }, rabbithouse = { bank = "rabbithouse", build = "rabbit_house", baseanim = "idle" }, raindrop = { bank = "raindrop", build = "raindrop", baseanim = "anim" }, rainometer = { bank = "rain_meter", build = "rain_meter", baseanim = "idle" }, razor = { bank = "razor", build = "razor", baseanim = "idle" }, red_cap = { bank = "mushrooms", build = "mushrooms", baseanim = "red_cap" }, red_cap_cooked = { bank = "mushrooms", build = "mushrooms", baseanim = "red_cap_cooked" }, red_mushroom = { bank = "mushrooms", build = "mushrooms", baseanim = "inground" }, redgem = { bank = "gems", build = "gems", baseanim = "redgem_idle" }, reeds = { bank = "grass", build = "reeds", baseanim = "idle" }, refine_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, researchlab = { bank = "researchlab", build = "researchlab", baseanim = "idle" }, researchlab2 = { bank = "researchlab2", build = "researchlab2", baseanim = "idle" }, researchlab3 = { bank = "researchlab3", build = "researchlab3", baseanim = "idle" }, researchlab4 = { bank = "researchlab4", build = "researchlab4", baseanim = "idle" }, resurrectionstatue = { bank = "wilsonstatue", build = "wilsonstatue", baseanim = "idle" }, resurrectionstone = { bank = "resurrection_stone", build = "resurrection_stone", baseanim = "idle_off" }, robin = { bank = "crow", build = "robin_build", baseanim = "idle" }, robin_winter = { bank = "crow", build = "robin_winter_build", baseanim = "idle" }, rock1 = { bank = "rock", build = "rock", baseanim = "full" }, rock2 = { bank = "rock2", build = "rock2", baseanim = "full" }, rock_flintless = { bank = "rock_flintless", build = "rock_flintless", baseanim = "full" }, rock_light = { bank = "rock_light", build = "rock_light", baseanim = "full" }, rocks = { bank = "rocks", build = "rocks", baseanim = "f1" }, rocky = { bank = "rocky", build = "rocky", baseanim = "idle_loop" }, rook = { bank = "rook", build = "rook_build", baseanim = "idle" }, rope = { bank = "rope", build = "rope", baseanim = "idle" }, rottenegg = { bank = "birdegg", build = "bird_eggs", baseanim = "rotten" }, rubble = { bank = "rubble", build = "ruins_rubble", baseanim = "full" }, rubble_low = { bank = "rubble", build = "ruins_rubble", baseanim = "low" }, rubble_med = { bank = "rubble", build = "ruins_rubble", baseanim = "med" }, ruins_bowl = { bank = "relic", build = "ruins_bowl", baseanim = "idle" }, ruins_chair = { bank = "relic", build = "ruins_chair", baseanim = "idle" }, ruins_chipbowl = { bank = "relic", build = "ruins_chipbowl", baseanim = "idle" }, ruins_plate = { bank = "relic", build = "ruins_plate", baseanim = "idle" }, ruins_table = { bank = "relic", build = "ruins_table", baseanim = "idle" }, ruins_vase = { bank = "relic", build = "ruins_vase", baseanim = "idle" }, sanityrock = { bank = "blocker_sanity", build = "blocker_sanity", baseanim = "idle_inactive" }, sapling = { bank = "sapling", build = "sapling", baseanim = "sway" }, science_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, seeds = { bank = "seeds", build = "seeds", baseanim = "idle" }, seeds_cooked = { bank = "seeds", build = "seeds", baseanim = "cooked" }, sewing_kit = { bank = "sewing_kit", build = "sewing_kit", baseanim = "idle" }, shadowhand = { bank = "shadowcreatures", build = "shadow_creatures_ground", baseanim = "hand_in" }, shadowhand_arm = { bank = "shadowcreatures", build = "shadow_creatures_ground", baseanim = "arm_loop" }, shadowskittish = { bank = "shadowcreatures", build = "shadow_skittish", baseanim = "idle_loop" }, shadowwatcher = { bank = "shadowcreatures", build = "shadow_creatures_ground", baseanim = "watcher_pre" }, shatter = { bank = "frozen_shatter", build = "frozen_shatter", baseanim = "idle" }, shovel = { bank = "shovel", build = "shovel", baseanim = "idle" }, signleft = { bank = "farm_decor", build = "farm_decor", baseanim = "4" }, signright = { bank = "farm_decor", build = "farm_decor", baseanim = "10" }, silk = { bank = "silk", build = "silk", baseanim = "idle" }, sinkhole = { bank = "blocker", build = "blocker", baseanim = "block1" }, skeleton = { bank = "skeleton", build = "skeletons", baseanim = "idle1" }, skullchest = { bank = "skull_chest", build = "skull_chest", baseanim = "closed" }, slow_farmplot = { bank = "farmplot", build = "farmplot", baseanim = "full" }, slurper = { bank = "slurper", build = "slurper_basic", baseanim = "idle_loop" }, slurtle = { bank = "slurtle", build = "slurtle", baseanim = "idle" }, slurtle_shellpieces = { bank = "slurtle_shellpieces", build = "slurtle_shellpieces", baseanim = "idle" }, slurtlehat = { bank = "slurtlehat", build = "hat_slurtle", baseanim = "anim" }, slurtlehole = { bank = "slurtle_mound", build = "slurtle_mound", baseanim = "idle" }, slurtleslime = { bank = "slurtle_slime", build = "slurtle_slime", baseanim = "idle" }, smallbird = { bank = "smallbird", build = "smallbird_basic", baseanim = "idle" }, smallmeat = { bank = "meat_small", build = "meat_small", baseanim = "raw" }, smallmeat_dried = { bank = "meat_rack_food", build = "meat_rack_food", baseanim = "idle_dried_small" }, snurtle = { bank = "snurtle", build = "slurtle_snaily", baseanim = "idle" }, sounddebugicon = { bank = "sound", build = "sounddebug", baseanim = "idle" }, sparks = { bank = "sparks", build = "sparks", baseanim = "sparks_1" }, spear = { bank = "spear", build = "spear", baseanim = "idle" }, spider = { bank = "spider", build = "spider_build", baseanim = "idle" }, spider_hider = { bank = "spider_hider", build = "DS_spider_caves", baseanim = "idle" }, spider_spitter = { bank = "spider_spitter", build = "DS_spider2_caves", baseanim = "idle" }, spider_warrior = { bank = "spider", build = "spider_warrior_build", baseanim = "idle" }, spider_web_spit = { bank = "spider_spit", build = "spider_spit", baseanim = "idle" }, spiderden = { bank = "spider_cocoon", build = "spider_cocoon", baseanim = "grow_sac_to_small" }, spiderden_2 = { bank = "spider_cocoon", build = "spider_cocoon", baseanim = "grow_small_to_medium" }, spiderden_3 = { bank = "spider_cocoon", build = "spider_cocoon", baseanim = "grow_medium_to_large" }, spidereggsack = { bank = "spider_egg_sac", build = "spider_egg_sac", baseanim = "idle" }, spidergland = { bank = "spider_gland", build = "spider_gland", baseanim = "idle" }, spiderhat = { bank = "spiderhat", build = "hat_spider", baseanim = "anim" }, spiderhole = { bank = "spider_mound", build = "spider_mound", baseanim = "idle" }, spiderqueen = { bank = "spider_queen", build = "spider_queen_build", baseanim = "idle" }, splash_spiderweb = { bank = "splash_spiderweb", build = "splash_spiderweb", baseanim = "idle" }, spoiled_food = { bank = "spoiled", build = "spoiled_food", baseanim = "idle" }, staffcastfx = { bank = "staff_fx", build = "staff", baseanim = "staff" }, stafflight = { bank = "star", build = "star", baseanim = "appear" }, stalagmite = { bank = "rock_stalagmite", build = "rock_stalagmite", baseanim = "full" }, stalagmite_full = { bank = "rock_stalagmite", build = "rock_stalagmite", baseanim = "full" }, stalagmite_low = { bank = "rock_stalagmite", build = "rock_stalagmite", baseanim = "low" }, stalagmite_med = { bank = "rock_stalagmite", build = "rock_stalagmite", baseanim = "med" }, stalagmite_tall = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall", baseanim = "full_1" }, stalagmite_tall_full = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall", baseanim = "full_1" }, stalagmite_tall_low = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall", baseanim = "low_1" }, stalagmite_tall_med = { bank = "rock_stalagmite_tall", build = "rock_stalagmite_tall", baseanim = "med_1" }, statueface = { bank = "statue_ruins_small", build = "statue_ruins_small", baseanim = "idle_full" }, statueface_nogem = { bank = "statue_ruins_small", build = "statue_ruins_small", baseanim = "idle_full" }, statueharp = { bank = "statue_small", build = "statue_small", baseanim = "full" }, statuemaxwell = { bank = "statue_maxwell", build = "statue_maxwell", baseanim = "idle_full" }, stick = { bank = "farm_decor", build = "farm_decor", baseanim = "3" }, stickleft = { bank = "farm_decor", build = "farm_decor", baseanim = "7" }, stickright = { bank = "farm_decor", build = "farm_decor", baseanim = "6" }, stinger = { bank = "stinger", build = "stinger", baseanim = "idle" }, strawhat = { bank = "strawhat", build = "hat_straw", baseanim = "anim" }, structures_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, sunkboat = { bank = "boat_sunk", build = "boat_sunk", baseanim = "idle" }, survival_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, sweatervest = { bank = "armor_sweatervest", build = "armor_sweatervest", baseanim = "anim" }, tallbird = { bank = "tallbird", build = "ds_tallbird_basic", baseanim = "idle" }, tallbirdegg = { bank = "egg", build = "tallbird_egg", baseanim = "egg" }, tallbirdegg_cooked = { bank = "egg", build = "tallbird_egg", baseanim = "cooked" }, tallbirdegg_cracked = { bank = "egg", build = "tallbird_egg", baseanim = "idle_happy" }, tallbirdnest = { bank = "egg", build = "tallbird_egg", baseanim = "eggnest" }, teenbird = { bank = "tallbird", build = "tallbird_teen_build", baseanim = "idle" }, telebase = { bank = "staff_purple_base_ground", build = "staff_purple_base_ground", baseanim = "idle" }, teleportato_base = { bank = "teleporter", build = "teleportato_build", baseanim = "idle_off" }, teleportato_box = { bank = "parts", build = "teleportato_parts_build", baseanim = "lever" }, teleportato_checkmate = { bank = "teleporter", build = "teleportato_adventure_build", baseanim = "idle_off" }, teleportato_crank = { bank = "parts", build = "teleportato_parts_build", baseanim = "support" }, teleportato_potato = { bank = "parts", build = "teleportato_parts_build", baseanim = "potato" }, teleportato_ring = { bank = "parts", build = "teleportato_parts_build", baseanim = "ring" }, telestaff = { bank = "staffs", build = "staffs", baseanim = "purplestaff" }, tent = { bank = "tent", build = "tent", baseanim = "idle" }, tentacle = { bank = "tentacle", build = "tentacle", baseanim = "idle" }, tentacle_garden = { bank = "tentaclepillar", build = "tentacle_pillar", baseanim = "idle_hole" }, tentacle_pillar = { bank = "tentaclepillar", build = "tentacle_pillar", baseanim = "idle" }, tentacle_pillar_arm = { bank = "tentacle_arm", build = "tentacle_arm", baseanim = "breach_pre" }, tentaclespike = { bank = "spike", build = "tentacle_spike", baseanim = "idle" }, tentaclespots = { bank = "tentaclespots", build = "tentaclespots", baseanim = "idle" }, terrorbeak = { bank = "shadowcreature2", build = "shadow_insanity2_basic", baseanim = "idle_loop" }, tools_blueprint = { bank = "blueprint", build = "blueprint", baseanim = "idle" }, tophat = { bank = "tophat", build = "hat_top", baseanim = "anim" }, torch = { bank = "torch", build = "torch", baseanim = "idle" }, trap = { bank = "trap", build = "trap", baseanim = "idle" }, trap_teeth = { bank = "trap_teeth", build = "trap_teeth", baseanim = "idle" }, trap_teeth_maxwell = { bank = "trap_teeth_maxwell", build = "trap_teeth_maxwell", baseanim = "idle" }, treasurechest = { bank = "chest", build = "treasure_chest", baseanim = "closed" }, treeclump = { bank = "tree_clump", build = "tree_clump", baseanim = "anim" }, trinket_1 = { bank = "trinkets", build = "trinkets", baseanim = "1" }, trinket_10 = { bank = "trinkets", build = "trinkets", baseanim = "10" }, trinket_11 = { bank = "trinkets", build = "trinkets", baseanim = "11" }, trinket_12 = { bank = "trinkets", build = "trinkets", baseanim = "12" }, trinket_2 = { bank = "trinkets", build = "trinkets", baseanim = "2" }, trinket_3 = { bank = "trinkets", build = "trinkets", baseanim = "3" }, trinket_4 = { bank = "trinkets", build = "trinkets", baseanim = "4" }, trinket_5 = { bank = "trinkets", build = "trinkets", baseanim = "5" }, trinket_6 = { bank = "trinkets", build = "trinkets", baseanim = "6" }, trinket_7 = { bank = "trinkets", build = "trinkets", baseanim = "7" }, trinket_8 = { bank = "trinkets", build = "trinkets", baseanim = "8" }, trinket_9 = { bank = "trinkets", build = "trinkets", baseanim = "9" }, trunk_cooked = { bank = "trunk", build = "koalephant_trunk", baseanim = "cooked" }, trunk_summer = { bank = "trunk", build = "koalephant_trunk", baseanim = "idle_summer" }, trunk_winter = { bank = "trunk", build = "koalephant_trunk", baseanim = "idle_winter" }, trunkvest_summer = { bank = "armor_trunkvest_summer", build = "armor_trunkvest_summer", baseanim = "anim" }, trunkvest_winter = { bank = "armor_trunkvest_winter", build = "armor_trunkvest_winter", baseanim = "anim" }, turf_carpetfloor = { bank = "turf", build = "turf", baseanim = "carpet" }, turf_cave = { bank = "turf", build = "turf", baseanim = "cave" }, turf_checkerfloor = { bank = "turf", build = "turf", baseanim = "checker" }, turf_dirt = { bank = "turf", build = "turf", baseanim = "dirt" }, turf_forest = { bank = "turf", build = "turf", baseanim = "forest" }, turf_fungus = { bank = "turf", build = "turf", baseanim = "fungus" }, turf_grass = { bank = "turf", build = "turf", baseanim = "grass" }, turf_marsh = { bank = "turf", build = "turf", baseanim = "marsh" }, turf_mud = { bank = "turf", build = "turf", baseanim = "mud" }, turf_road = { bank = "turf", build = "turf", baseanim = "road" }, turf_rocky = { bank = "turf", build = "turf", baseanim = "rocky" }, turf_savanna = { bank = "turf", build = "turf", baseanim = "savanna" }, turf_sinkhole = { bank = "turf", build = "turf", baseanim = "sinkhole" }, turf_underrock = { bank = "turf", build = "turf", baseanim = "rock" }, turf_woodfloor = { bank = "turf", build = "turf", baseanim = "woodfloor" }, twigs = { bank = "twigs", build = "twigs", baseanim = "idle" }, umbrella = { bank = "umbrella", build = "umbrella", baseanim = "idle" }, wall_hay = { bank = "wall", build = "wall_hay", baseanim = "1_2" }, wall_hay_item = { bank = "wall", build = "wall_hay", baseanim = "idle" }, wall_ruins = { bank = "wall", build = "wall_ruins", baseanim = "1_2" }, wall_ruins_item = { bank = "wall", build = "wall_ruins", baseanim = "idle" }, wall_stone = { bank = "wall", build = "wall_stone", baseanim = "1_2" }, wall_stone_item = { bank = "wall", build = "wall_stone", baseanim = "idle" }, wall_wood = { bank = "wall", build = "wall_wood", baseanim = "1_2" }, wall_wood_item = { bank = "wall", build = "wall_wood", baseanim = "idle" }, walrus = { bank = "walrus", build = "walrus_build", baseanim = "idle" }, walrus_camp = { bank = "igloo_track", build = "igloo_track", baseanim = "idle" }, walrus_dart = { bank = "blow_dart", build = "blow_dart", baseanim = "dart_walrus" }, walrus_tusk = { bank = "walrus_tusk", build = "walrus_tusk", baseanim = "idle" }, walrushat = { bank = "walrushat", build = "hat_walrus", baseanim = "anim" }, warningshadow = { bank = "warning_shadow", build = "warning_shadow", baseanim = "idle" }, wasphive = { bank = "wasphive", build = "wasphive", baseanim = "cocoon_small" }, winterhat = { bank = "winterhat", build = "hat_winter", baseanim = "anim" }, winterometer = { bank = "winter_meter", build = "winter_meter", baseanim = "idle" }, wormhole = { bank = "teleporter_worm", build = "teleporter_worm_build", baseanim = "idle_loop" }, wormhole_limited_1 = { bank = "teleporter_worm", build = "teleporter_sickworm_build", baseanim = "idle_loop" }, yellowgem = { bank = "gems", build = "gems", baseanim = "yellowgem_idle" }, yellowstaff = { bank = "staffs", build = "staffs", baseanim = "yellowstaff" },}builds.zip Edited August 1, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-273954 Share on other sites More sharing options...
_Q_ Posted August 2, 2013 Share Posted August 2, 2013 (edited) We don't have a specific clean way of doing this at the moment. GetWorld().topology.nodes contains a list of all the "areas" in the level, with .cent being the center of the area, and .poly being a polygon which covers the area. You could pick a random node and then spawn something near its center or within its polygon.Is there a way of getting name of the room? Edited August 2, 2013 by _Q_ Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275112 Share on other sites More sharing options...
simplex Posted August 2, 2013 Share Posted August 2, 2013 (edited) and .poly being a polygon which covers the areaIs it guaranteed to be convex?---edit---And what's its representation, the standard one? (listing of vertices in counterclockwise order) Edited August 2, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275123 Share on other sites More sharing options...
simplex Posted August 2, 2013 Share Posted August 2, 2013 Also I don't see any check of ground type in telestaff, it means that center is always valid ground and not water?It certainly is (or at least should be) valid ground, otherwise the navmesh would be seriously messed up. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275305 Share on other sites More sharing options...
_Q_ Posted August 2, 2013 Share Posted August 2, 2013 It certainly is (or at least should be) valid ground, otherwise the navmesh would be seriously messed up.I found that check is done in other component so, no problem with that. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275310 Share on other sites More sharing options...
SVGK Posted August 2, 2013 Share Posted August 2, 2013 i suppose i can ask here for help, some mods cannot have their modinfo.lua detected, and then they are decided to be out of date, here is my log: Starting upDon't Starve: 82560Build Date: 2013-08-01_09-16-04THREAD - started 'GAClient' (2954514432)HttpClient::ClientThread::Main()cGame::InitializeOnMainThreadWindowManager::InitializeCreating window with size 1280x676 at 0x44displaymode 1280x800tempX = 0, tempY = 44tempW = 1280, tempH = 676THREAD - started 'SDLInputManager' (2956251136)OSX version 10.7.5GLInfo~~~~~~GL_VENDOR: Intel Inc.GL_RENDERER: Intel HD Graphics 3000 OpenGL EngineGL_VERSION: 2.1 APPLE-7.32.12GL_SHADING_LANGUAGE_VERSION: 1.20OpenGL 3.0 not present, detecting extensions the old wayOpenGL extensions (124, 124):GL_APPLE_aux_depth_stencilGL_APPLE_client_storageGL_APPLE_element_arrayGL_APPLE_fenceGL_APPLE_float_pixelsGL_APPLE_flush_buffer_rangeGL_APPLE_flush_renderGL_APPLE_object_purgeableGL_APPLE_packed_pixelsGL_APPLE_pixel_bufferGL_APPLE_rgb_422GL_APPLE_row_bytesGL_APPLE_specular_vectorGL_APPLE_texture_rangeGL_APPLE_transform_hintGL_APPLE_vertex_array_objectGL_APPLE_vertex_array_rangeGL_APPLE_vertex_point_sizeGL_APPLE_vertex_program_evaluatorsGL_APPLE_ycbcr_422GL_ARB_color_buffer_floatGL_ARB_depth_buffer_floatGL_ARB_depth_clampGL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_draw_elements_base_vertexGL_ARB_draw_instancedGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_framebuffer_objectGL_ARB_framebuffer_sRGBGL_ARB_half_float_pixelGL_ARB_half_float_vertexGL_ARB_instanced_arraysGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_pixel_buffer_objectGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_provoking_vertexGL_ARB_seamless_cube_mapGL_ARB_shader_objectsGL_ARB_shader_texture_lodGL_ARB_shading_language_100GL_ARB_shadowGL_ARB_syncGL_ARB_texture_border_clampGL_ARB_texture_compressionGL_ARB_texture_compression_rgtcGL_ARB_texture_cube_mapGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_mirrored_repeatGL_ARB_texture_non_power_of_twoGL_ARB_texture_rectangleGL_ARB_texture_rgGL_ARB_transpose_matrixGL_ARB_vertex_array_bgraGL_ARB_vertex_blendGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_window_posGL_ATI_separate_stencilGL_ATI_texture_env_combine3GL_ATI_texture_floatGL_EXT_abgrGL_EXT_bgraGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_clip_volume_hintGL_EXT_draw_buffers2GL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_blitGL_EXT_framebuffer_multisampleGL_EXT_framebuffer_objectGL_EXT_framebuffer_sRGBGL_EXT_geometry_shader4GL_EXT_gpu_program_parametersGL_EXT_gpu_shader4GL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_floatGL_EXT_provoking_vertexGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_specular_colorGL_EXT_shadow_funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EXT_texture_arrayGL_EXT_texture_compression_dxt1GL_EXT_texture_compression_s3tcGL_EXT_texture_env_addGL_EXT_texture_filter_anisotropicGL_EXT_texture_integerGL_EXT_texture_lod_biasGL_EXT_texture_rectangleGL_EXT_texture_sRGBGL_EXT_texture_sRGB_decodeGL_EXT_texture_shared_exponentGL_EXT_timer_queryGL_EXT_transform_feedbackGL_EXT_vertex_array_bgraGL_IBM_rasterpos_clipGL_NV_blend_squareGL_NV_conditional_renderGL_NV_depth_clampGL_NV_fog_distanceGL_NV_light_max_exponentGL_NV_texgen_reflectionGL_SGIS_generate_mipmapGL_SGIS_texture_edge_clampGL_SGIS_texture_lodGL_MAX_TEXTURE_SIZE = 8192GL_MAX_TEXTURE_IMAGE_UNITS = 16GL_MAX_RENDERBUFFER_SIZE = 8192GL_MAX_VIEWPORT_DIMS = 8192, 8192GL_MAX_VARYING_VECTORS not supportedGL_MAX_VERTEX_ATTRIBS = 16GL_MAX_VERTEX_UNIFORM_VECTORS not supportedGL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16GL_MAX_FRAGMENT_UNIFORM_VECTORS not supported3 compressed texture formatstexture format 0x83f0texture format 0x83f2texture format 0x83f3cDontStarveGame::DoGameSpecificInitialize()cGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(132,1) running main.luascripts/modindex.lua(106,1) loaded modindexscripts/modindex.lua(47,1) ModIndex: Beginning normal load sequence.scripts/mods.lua(207,1) Warning loading mod: Always On Status [Hunger] [update V4.3]! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: backpack! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: brightnight! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: devtools! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: Map Settings[Hungry for your Hunger]! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: MapPortato v1.2 [Hunger update]! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: OPcane [Hunger!]! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: Plantable Rabbit Hole [Live & Future]! Could not find modinfo.luascripts/mods.lua(207,1) Warning loading mod: Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers]! Could not find modinfo.luascripts/mods.lua(254,1) Loading modworldgenmain.lua for Always On Status [Hunger] [update V4.3]scripts/mods.lua(262,1) Mod Always On Status [Hunger] [update V4.3] had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for Always On Status [Hunger] [update V4.3]scripts/mods.lua(262,1) Mod Always On Status [Hunger] [update V4.3] had no modmain.lua. Skipping.scripts/mods.lua(254,1) Loading modworldgenmain.lua for OPcane [Hunger!]scripts/mods.lua(262,1) Mod OPcane [Hunger!] had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for OPcane [Hunger!]scripts/mods.lua(262,1) Mod OPcane [Hunger!] had no modmain.lua. Skipping.scripts/mods.lua(254,1) Loading modworldgenmain.lua for MapPortato v1.2 [Hunger update]scripts/mods.lua(262,1) Mod MapPortato v1.2 [Hunger update] had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for MapPortato v1.2 [Hunger update]scripts/mods.lua(262,1) Mod MapPortato v1.2 [Hunger update] had no modmain.lua. Skipping.scripts/mods.lua(254,1) Loading modworldgenmain.lua for Map Settings[Hungry for your Hunger]scripts/mods.lua(262,1) Mod Map Settings[Hungry for your Hunger] had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for Map Settings[Hungry for your Hunger]scripts/mods.lua(262,1) Mod Map Settings[Hungry for your Hunger] had no modmain.lua. Skipping.scripts/mods.lua(254,1) Loading modworldgenmain.lua for Plantable Rabbit Hole [Live & Future]scripts/mods.lua(262,1) Mod Plantable Rabbit Hole [Live & Future] had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for Plantable Rabbit Hole [Live & Future]scripts/mods.lua(262,1) Mod Plantable Rabbit Hole [Live & Future] had no modmain.lua. Skipping.scripts/mods.lua(254,1) Loading modworldgenmain.lua for Books_modscripts/mods.lua(262,1) Mod Books_mod had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for Books_modscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit wilsonscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit waxwellscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit wendyscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit wesscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit willowscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit wolfgangscripts/modutil.lua(9,1) Books_mod AddPrefabPostInit woodiescripts/modutil.lua(9,1) Books_mod AddPrefabPostInit wx78scripts/mods.lua(254,1) Loading modworldgenmain.lua for Birdcagescripts/mods.lua(262,1) Mod Birdcage had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for Birdcagescripts/modutil.lua(9,1) Birdcage AddPrefabPostInit birdcagescripts/modutil.lua(9,1) Birdcage AddComponentPostInit lootdropperscripts/mods.lua(254,1) Loading modworldgenmain.lua for Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers]scripts/mods.lua(262,1) Mod Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers] had no modworldgenmain.lua. Skipping.scripts/mods.lua(254,1) Loading modmain.lua for Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers]scripts/mods.lua(262,1) Mod Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers] had no modmain.lua. Skipping.scripts/mods.lua(340,1) Registering prefabs for Always On Status [Hunger] [update V4.3]scripts/mods.lua(362,1) Registering default mod prefab for Always On Status [Hunger] [update V4.3]scripts/mods.lua(340,1) Registering prefabs for OPcane [Hunger!]scripts/mods.lua(362,1) Registering default mod prefab for OPcane [Hunger!]scripts/mods.lua(340,1) Registering prefabs for MapPortato v1.2 [Hunger update]scripts/mods.lua(362,1) Registering default mod prefab for MapPortato v1.2 [Hunger update]scripts/mods.lua(340,1) Registering prefabs for Map Settings[Hungry for your Hunger]scripts/mods.lua(362,1) Registering default mod prefab for Map Settings[Hungry for your Hunger]scripts/mods.lua(340,1) Registering prefabs for Plantable Rabbit Hole [Live & Future]scripts/mods.lua(362,1) Registering default mod prefab for Plantable Rabbit Hole [Live & Future]scripts/mods.lua(340,1) Registering prefabs for Books_modscripts/mods.lua(362,1) Registering default mod prefab for Books_modscripts/mods.lua(340,1) Registering prefabs for Birdcagescripts/mods.lua(362,1) Registering default mod prefab for Birdcagescripts/mods.lua(340,1) Registering prefabs for Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers]scripts/mods.lua(362,1) Registering default mod prefab for Tallbrood_ A life cycle for Tallbirds. v2.0 (Open Source) [Powers]LOADING LUA SUCCESSscripts/playerdeaths.lua(72,1) loaded morgue_releasescripts/playerprofile.lua(212,1) loaded profilescripts/saveindex.lua(65,1) loaded saveindexscripts/gamelogic.lua(65,1) LOAD FEscripts/gamelogic.lua(69,1) LOAD FE: donescripts/modindex.lua(57,1) ModIndex: Load sequence finished successfully.Reset() returningfocus gained../mods/Books_mod/Books.tex is 64x52 but compressed textures must have power of 2 dimensions.focus lostfocus gainedfocus loststrangely, the books mod works just fine, i tried reinstalling it AND steam itself, no joy. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275657 Share on other sites More sharing options...
Developer Ipsquiggle Posted August 2, 2013 Author Developer Share Posted August 2, 2013 Is it guaranteed to be convex?---edit---And what's its representation, the standard one? (listing of vertices in counterclockwise order)Convex, yes; it's a voronoi cell.I believe it's CW, yeah. They should all be the same at least. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275936 Share on other sites More sharing options...
Developer Ipsquiggle Posted August 2, 2013 Author Developer Share Posted August 2, 2013 (edited) i suppose i can ask here for help, some mods cannot have their modinfo.lua detected, and then they are decided to be out of date, here is my log: strangely, the books mod works just fine, i tried reinstalling it AND steam itself, no joy.The warning about out of date mods is nothing to worry about. I've changed the wording. It just means that some of your mods didn't have modinfo, and there's nothing wrong with that. e: To clarify, mods should have a mod info, and it says they are out-of-date if they don't. But it won't stop them from running, and it doesn't mean you did anything wrong. Edited August 2, 2013 by Ipsquiggle Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275942 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 Convex, yes; it's a voronoi cell.I believe it's CW, yeah. They should all be the same at least.This is great news! And proof that you guys take path-finding very seriously. I'll try to come up with some clever uses for this information. After all, I need to justify my username at some point, don't I? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-275992 Share on other sites More sharing options...
_Q_ Posted August 3, 2013 Share Posted August 3, 2013 Convex, yes; it's a voronoi cell.I believe it's CW, yeah. They should all be the same at least.And what with the name of the room??? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276311 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 (edited) Is there a way of getting name of the room?Since I can't find where this quote came from, I don't know much of the context. What are you trying to do, exactly? Do you have a room's data table and want to find out the corresponding name, or is it deeper than that? If not, you can do the following (assuming we are in modmain.lua):function GetRoomName(data) for k, v in pairs(GLOBAL.require "map.rooms") do if v == data then return k end endend---edit---Edited my edit since due to your reply it works best as a further reply. Edited August 3, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276338 Share on other sites More sharing options...
_Q_ Posted August 3, 2013 Share Posted August 3, 2013 Since I can't find where this quote came from, I don't know much of the context. What are you trying to do, exactly? Do you have a room's data table and want to find out the corresponding name, or is it deeper than that? If not, you can do the following (assuming we are in modmain.lua):function GetRoomName(data) for k, v in pairs(GLOBAL.require "map.rooms") do if v == data then return k end endendI wanted room name and its location in the world, so I can do respawn of objects there. Like we have nodes but with some name also so I can respawn right objects. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276347 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 (edited) I wanted room name and its location in the world, so I can do respawn of objects there. Like we have nodes but with some name also so I can respawn right objects.If you want to map a node (as in an element of GetWorld().topology.nodes) to its room name, this is just that node's field "type". To see it in practice, open up the console and enter:for i, v in ipairs(GetWorld().topology.nodes) do print(v.type)endAlso, an arbitrary point* over the map will always belong to the area to which center it is closest. That's the defining property of Voronoi Cells. So finding the room type for an arbitrary point is easy enough (get closest center and access the "type" entry).---edit---* provided it's on valid ground. Edited August 3, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276356 Share on other sites More sharing options...
_Q_ Posted August 3, 2013 Share Posted August 3, 2013 If you want to map a node (as in an element of GetWorld().topology.nodes) to its room name, this is just that node's field "type". To see it in practice, open up the console and enter:for i, v in ipairs(GetWorld().topology.nodes) do print(v.type)endAlso, an arbitrary point* over the map will always belong to the area to which center it is closest. That's the defining property of Voronoi Cells. So finding the room type for an arbitrary point is easy enough (get closest center and access the "type" entry).---edit---* provided it's on valid ground.Thank You. After testing it, I decided against using room names, half of them is set to "background", and if I use the rest for respawn checks it would made my mod work only with default worlds, it would not detect custom rooms. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276376 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 (edited) Thank You. After testing it, I decided against using room names, half of them is set to "background", and if I use the rest for respawn checks it would made my mod work only with default worlds, it would not detect custom rooms.Whatever best fits your needs. Excluding particular rooms would be compatible with other mods, but only including some would not. But even though a lot of the areas' types are "background", I'd say many of those that aren't cover quite some ground. I'd go further and say each biome instance in the world corresponds to a single area*, since biomes do look like voronoi cells in shape. Although these topics could use some input from Ipsquiggle, since a lot is done by the engine, leaving us with little more than testing.---edit---* Usually. A Pig King certainly splits a forest, for example. Edited August 3, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276386 Share on other sites More sharing options...
_Q_ Posted August 3, 2013 Share Posted August 3, 2013 Whatever best fits your needs. Excluding particular rooms would be compatible with other mods, but only including some would not. But even though a lot of the areas' types are "background", I'd say many of those that aren't cover quite some ground. I'd go further and say each biome instance in the world corresponds to a single area, since biomes do look like voronoi cells in shape. Although these topics could use some input from Ipsquiggle, since a lot is done by the engine, leaving us with little more than testing.I have the spawn points from nodes, I get around 170 of them now I can put next for loop that will search for next 3 to 5 spawn points around the node point using terrain checks for different objects, that will give me more more spawn points that I need. There is only around 500 flowers spawned in default worlds. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276388 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 (edited) I have the spawn points from nodes, I get around 170 of them now I can put next for loop that will search for next 3 to 5 spawn points around the node point using terrain checks for different objects, that will give me more more spawn points that I need. There is only around 500 flowers spawned in default worlds.I'm not sure I got what you meant. But if I did, won't that cluster flowers too much around nodes' centers?---edit---This is such a wrong thread to be discussing this. But anyway, I get that the focus for your goals really should be the terrain type. Edited August 3, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276397 Share on other sites More sharing options...
_Q_ Posted August 3, 2013 Share Posted August 3, 2013 I'm not sure I got what you meant. But if I did, won't that cluster flowers too much around nodes' centers?Still better than running quite expensive checks every 60 seconds like in lureplant spawner, and node center is just the point to get more spawn points in 20 to 50 radius of it.EDIT: Quite good thread, cause I don't want to hurt game frame rate too much, so finding optimal functions to do the job is quite important. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276405 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 Still better than running quite expensive checks every 60 seconds like in lureplant spawner, and node center is just the point to get more spawn points in 20 to 50 radius of it.EDIT: Quite good thread, cause I don't want to hurt game frame rate too much, so finding optimal functions to do the job is quite important.I also find this topic is very interesting, but at this point we're really talking among ourselves, so using a dedicated thread or something like that would make more sense!Anyway, last reply here (I suppose). I agree with you. But maybe you should randomize some seed points over the whole area, to get more clusters (possibly with a smaller radius, to make "small gardens"). This would help in spreading out flowers while also keeping them in groups. One way to do that is by barycentric coordinates. But since that's more of a polishing of the method, and not the method itself, I feel it might br worth getting a stable version up and running before giving it some more thought. Your idea does give the mod a solid (and efficient) framework which can be tweaked later. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276426 Share on other sites More sharing options...
Mumbling Posted August 3, 2013 Share Posted August 3, 2013 There was an issue with the translations of Don't Starve as of the most recent update. Old lines were still recorded in the .PO file even though one cannot find them in Poedit. We had to manually remove them via Notepad++. The old lines were still being used even though we had put in the newer translations as well. [MENTION=44092]simplex[/MENTION] helped out, thanks again!However we (I am speaking for all translators here, hopefully no one is against that) would love to prevent this from happening again, as it caused confusion to both the translators and the people using the translated files. As Simplex stated:I believe you (and possibly more translators) should ask Klei to implement support for comments, explaning the issues you had as justification for it. This would be a good place to do it. It really wouldn't take much to implement it, and it is an important feature. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276493 Share on other sites More sharing options...
tehMugwump Posted August 3, 2013 Share Posted August 3, 2013 [MENTION=10028]tehMugwump[/MENTION]I wrote a simple (and highly hackish) Lua script to generate the list of builds. The list may be incomplete, and there may be some mistakes in it, but for its most part it should be correct.I'm attaching both the compiled list I posted inline and the script I used to generate it. It's stand alone, meaning it should be run directly by the Lua interpreter, and not by the game. It requires the LuaFileSystem library to run. To run it, pass as its sole argument the path to the scripts/ directory of the game.Well, that was easy:Entities:if data and data == "crow" thenmy_anim:GetAnimState():SetBank("crow")my_anim:GetAnimState():SetBuild("crow_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "abigail" thenmy_anim:GetAnimState():SetBank("ghost")my_anim:GetAnimState():SetBuild("ghost_wendy_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "ghost" thenmy_anim:GetAnimState():SetBank("ghost")my_anim:GetAnimState():SetBuild("ghost_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "babybeefalo" thenmy_anim:GetAnimState():SetBank("beefalo")my_anim:GetAnimState():SetBuild("beefalo_baby_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "beefalo" thenmy_anim:GetAnimState():SetBank("beefalo")my_anim:GetAnimState():SetBuild("beefalo_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "bat" then --won't show, but code is correctmy_anim:GetAnimState():SetBank("bat")my_anim:GetAnimState():SetBuild("bat_basic")my_anim:GetAnimState():PlayAnimation("idle") -- not in prefab elseif data and data == "bee" thenmy_anim:GetAnimState():SetBank("bee")my_anim:GetAnimState():SetBuild("bee_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "icehound" thenmy_anim:GetAnimState():SetBank("hound")my_anim:GetAnimState():SetBuild("hound_ice")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "firehound" thenmy_anim:GetAnimState():SetBank("hound")my_anim:GetAnimState():SetBuild("hound_red")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "butterfly" thenmy_anim:GetAnimState():SetBank("butterfly")my_anim:GetAnimState():SetBuild("butterfly_basic")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "chester" then --won't show, but code is correctmy_anim:GetAnimState():SetBank("chester")my_anim:GetAnimState():SetBuild("chester")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "perd" thenmy_anim:GetAnimState():SetBank("perd")my_anim:GetAnimState():SetBuild("perd")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "killerbee" thenmy_anim:GetAnimState():SetBank("bee")my_anim:GetAnimState():SetBuild("bee_angry_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "krampus" thenmy_anim:GetAnimState():SetBank("krampus")my_anim:GetAnimState():SetBuild("krampus_build")my_anim:GetAnimState():PlayAnimation("run_loop") elseif data and data == "walrus" thenmy_anim:GetAnimState():SetBank("walrus")my_anim:GetAnimState():SetBuild("walrus_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "little_walrus" thenmy_anim:GetAnimState():SetBank("walrus")my_anim:GetAnimState():SetBuild("walrus_baby_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "mandrake" thenmy_anim:GetAnimState():SetBank("mandrake")my_anim:GetAnimState():SetBuild("mandrake")my_anim:GetAnimState():PlayAnimation("ground") elseif data and data == "merm" thenmy_anim:GetAnimState():SetBank("pigman")my_anim:GetAnimState():SetBuild("merm_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "monkey" thenmy_anim:GetAnimState():SetBank("kiki")my_anim:GetAnimState():SetBuild("kiki_basic")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "monkeybarrel" thenmy_anim:GetAnimState():SetBank("barrel")my_anim:GetAnimState():SetBuild("monkey_barrel")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "penguin" thenmy_anim:GetAnimState():SetBank("penguin")my_anim:GetAnimState():SetBuild("penguin_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "pigguard" thenmy_anim:GetAnimState():SetBank("pigman")my_anim:GetAnimState():SetBuild("pig_guard_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "pigking" thenmy_anim:GetAnimState():SetBank("Pig_King")my_anim:GetAnimState():SetBuild("Pig_King")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "pigman" thenmy_anim:GetAnimState():SetBank("pigman")my_anim:GetAnimState():SetBuild("pig_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "rabbit" thenmy_anim:GetAnimState():SetBank("rabbit")my_anim:GetAnimState():SetBuild("rabbit_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "robin" thenmy_anim:GetAnimState():SetBank("crow")my_anim:GetAnimState():SetBuild("robin_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "rocky" thenmy_anim:GetAnimState():SetBank("rocky")my_anim:GetAnimState():SetBuild("rocky")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "shadowskittish" thenmy_anim:GetAnimState():SetBank("shadowcreatures")my_anim:GetAnimState():SetBuild("shadow_skittish")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "terrorbeak" thenmy_anim:GetAnimState():SetBank("shadowcreature2")my_anim:GetAnimState():SetBuild("shadow_insanity2_basic")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "smallbird" thenmy_anim:GetAnimState():SetBank("smallbird")my_anim:GetAnimState():SetBuild("smallbird_basic")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider" thenmy_anim:GetAnimState():SetBank("spider")my_anim:GetAnimState():SetBuild("spider_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_hider" thenmy_anim:GetAnimState():SetBank("spider_hider")my_anim:GetAnimState():SetBuild("DS_spider_caves")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_spitter" thenmy_anim:GetAnimState():SetBank("spider_spitter")my_anim:GetAnimState():SetBuild("DS_spider2_caves")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_warrior" thenmy_anim:GetAnimState():SetBank("spider")my_anim:GetAnimState():SetBuild("spider_warrior_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_warrior" thenmy_anim:GetAnimState():SetBank("spider")my_anim:GetAnimState():SetBuild("spider_warrior_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spiderqueen" thenmy_anim:GetAnimState():SetBank("spider_queen")my_anim:GetAnimState():SetBuild("spider_queen_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "koalefant_summer" thenmy_anim:GetAnimState():SetBank("koalefant")my_anim:GetAnimState():SetBuild("koalefant_summer_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "koalefant_winter" thenmy_anim:GetAnimState():SetBank("koalefant")my_anim:GetAnimState():SetBuild("koalefant_winter_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "tallbird" thenmy_anim:GetAnimState():SetBank("tallbird")my_anim:GetAnimState():SetBuild("ds_tallbird_basic")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "teenbird" thenmy_anim:GetAnimState():SetBank("tallbird")my_anim:GetAnimState():SetBuild("tallbird_teen_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "tentacle" thenmy_anim:GetAnimState():SetBank("tentacle")my_anim:GetAnimState():SetBuild("tentacle")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "tentacle_pillar_arm" thenmy_anim:GetAnimState():SetBank("tentacle_arm")my_anim:GetAnimState():SetBuild("tentacle_arm")my_anim:GetAnimState():PlayAnimation("breach_pre") elseif data and data == "leif" thenmy_anim:GetAnimState():SetBank("leif")my_anim:GetAnimState():SetBuild("leif_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "maxwell" thenmy_anim:GetAnimState():SetBank("maxwell")my_anim:GetAnimState():SetBuild("maxwell_build")my_anim:GetAnimState():PlayAnimation("appear") elseif data and data == "robin_winter" thenmy_anim:GetAnimState():SetBank("crow")my_anim:GetAnimState():SetBuild("robin_winter_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "bishop" thenmy_anim:GetAnimState():SetBank("bishop")my_anim:GetAnimState():SetBuild("bishop")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "knight" thenmy_anim:GetAnimState():SetBank("knight")my_anim:GetAnimState():SetBuild("knight_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "deerclops" thenmy_anim:GetAnimState():SetBank("deerclops")my_anim:GetAnimState():SetBuild("deerclops_build")my_anim:GetAnimState():PlayAnimation("idle_loop")---------------------elsemy_anim:GetAnimState():SetBank(data)my_anim:GetAnimState():SetBuild(data)my_anim:GetAnimState():PlayAnimation("idle")endThere's still a handful that don't show for whatever reason, like bat, chester, bishop, knight, gobbler(perd), and penguin (though you can still place most of these...) Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-276999 Share on other sites More sharing options...
simplex Posted August 3, 2013 Share Posted August 3, 2013 (edited) Well, that was easy:Entities:if data and data == "crow" thenmy_anim:GetAnimState():SetBank("crow")my_anim:GetAnimState():SetBuild("crow_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "abigail" thenmy_anim:GetAnimState():SetBank("ghost")my_anim:GetAnimState():SetBuild("ghost_wendy_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "ghost" thenmy_anim:GetAnimState():SetBank("ghost")my_anim:GetAnimState():SetBuild("ghost_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "babybeefalo" thenmy_anim:GetAnimState():SetBank("beefalo")my_anim:GetAnimState():SetBuild("beefalo_baby_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "beefalo" thenmy_anim:GetAnimState():SetBank("beefalo")my_anim:GetAnimState():SetBuild("beefalo_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "bat" then --won't show, but code is correctmy_anim:GetAnimState():SetBank("bat")my_anim:GetAnimState():SetBuild("bat_basic")my_anim:GetAnimState():PlayAnimation("idle") -- not in prefab elseif data and data == "bee" thenmy_anim:GetAnimState():SetBank("bee")my_anim:GetAnimState():SetBuild("bee_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "icehound" thenmy_anim:GetAnimState():SetBank("hound")my_anim:GetAnimState():SetBuild("hound_ice")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "firehound" thenmy_anim:GetAnimState():SetBank("hound")my_anim:GetAnimState():SetBuild("hound_red")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "butterfly" thenmy_anim:GetAnimState():SetBank("butterfly")my_anim:GetAnimState():SetBuild("butterfly_basic")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "chester" then --won't show, but code is correctmy_anim:GetAnimState():SetBank("chester")my_anim:GetAnimState():SetBuild("chester")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "perd" thenmy_anim:GetAnimState():SetBank("perd")my_anim:GetAnimState():SetBuild("perd")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "killerbee" thenmy_anim:GetAnimState():SetBank("bee")my_anim:GetAnimState():SetBuild("bee_angry_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "krampus" thenmy_anim:GetAnimState():SetBank("krampus")my_anim:GetAnimState():SetBuild("krampus_build")my_anim:GetAnimState():PlayAnimation("run_loop") elseif data and data == "walrus" thenmy_anim:GetAnimState():SetBank("walrus")my_anim:GetAnimState():SetBuild("walrus_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "little_walrus" thenmy_anim:GetAnimState():SetBank("walrus")my_anim:GetAnimState():SetBuild("walrus_baby_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "mandrake" thenmy_anim:GetAnimState():SetBank("mandrake")my_anim:GetAnimState():SetBuild("mandrake")my_anim:GetAnimState():PlayAnimation("ground") elseif data and data == "merm" thenmy_anim:GetAnimState():SetBank("pigman")my_anim:GetAnimState():SetBuild("merm_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "monkey" thenmy_anim:GetAnimState():SetBank("kiki")my_anim:GetAnimState():SetBuild("kiki_basic")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "monkeybarrel" thenmy_anim:GetAnimState():SetBank("barrel")my_anim:GetAnimState():SetBuild("monkey_barrel")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "penguin" thenmy_anim:GetAnimState():SetBank("penguin")my_anim:GetAnimState():SetBuild("penguin_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "pigguard" thenmy_anim:GetAnimState():SetBank("pigman")my_anim:GetAnimState():SetBuild("pig_guard_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "pigking" thenmy_anim:GetAnimState():SetBank("Pig_King")my_anim:GetAnimState():SetBuild("Pig_King")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "pigman" thenmy_anim:GetAnimState():SetBank("pigman")my_anim:GetAnimState():SetBuild("pig_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "rabbit" thenmy_anim:GetAnimState():SetBank("rabbit")my_anim:GetAnimState():SetBuild("rabbit_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "robin" thenmy_anim:GetAnimState():SetBank("crow")my_anim:GetAnimState():SetBuild("robin_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "rocky" thenmy_anim:GetAnimState():SetBank("rocky")my_anim:GetAnimState():SetBuild("rocky")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "shadowskittish" thenmy_anim:GetAnimState():SetBank("shadowcreatures")my_anim:GetAnimState():SetBuild("shadow_skittish")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "terrorbeak" thenmy_anim:GetAnimState():SetBank("shadowcreature2")my_anim:GetAnimState():SetBuild("shadow_insanity2_basic")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "smallbird" thenmy_anim:GetAnimState():SetBank("smallbird")my_anim:GetAnimState():SetBuild("smallbird_basic")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider" thenmy_anim:GetAnimState():SetBank("spider")my_anim:GetAnimState():SetBuild("spider_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_hider" thenmy_anim:GetAnimState():SetBank("spider_hider")my_anim:GetAnimState():SetBuild("DS_spider_caves")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_spitter" thenmy_anim:GetAnimState():SetBank("spider_spitter")my_anim:GetAnimState():SetBuild("DS_spider2_caves")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_warrior" thenmy_anim:GetAnimState():SetBank("spider")my_anim:GetAnimState():SetBuild("spider_warrior_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spider_warrior" thenmy_anim:GetAnimState():SetBank("spider")my_anim:GetAnimState():SetBuild("spider_warrior_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "spiderqueen" thenmy_anim:GetAnimState():SetBank("spider_queen")my_anim:GetAnimState():SetBuild("spider_queen_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "koalefant_summer" thenmy_anim:GetAnimState():SetBank("koalefant")my_anim:GetAnimState():SetBuild("koalefant_summer_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "koalefant_winter" thenmy_anim:GetAnimState():SetBank("koalefant")my_anim:GetAnimState():SetBuild("koalefant_winter_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "tallbird" thenmy_anim:GetAnimState():SetBank("tallbird")my_anim:GetAnimState():SetBuild("ds_tallbird_basic")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "teenbird" thenmy_anim:GetAnimState():SetBank("tallbird")my_anim:GetAnimState():SetBuild("tallbird_teen_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "tentacle" thenmy_anim:GetAnimState():SetBank("tentacle")my_anim:GetAnimState():SetBuild("tentacle")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "tentacle_pillar_arm" thenmy_anim:GetAnimState():SetBank("tentacle_arm")my_anim:GetAnimState():SetBuild("tentacle_arm")my_anim:GetAnimState():PlayAnimation("breach_pre") elseif data and data == "leif" thenmy_anim:GetAnimState():SetBank("leif")my_anim:GetAnimState():SetBuild("leif_build")my_anim:GetAnimState():PlayAnimation("idle_loop") elseif data and data == "maxwell" thenmy_anim:GetAnimState():SetBank("maxwell")my_anim:GetAnimState():SetBuild("maxwell_build")my_anim:GetAnimState():PlayAnimation("appear") elseif data and data == "robin_winter" thenmy_anim:GetAnimState():SetBank("crow")my_anim:GetAnimState():SetBuild("robin_winter_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "bishop" thenmy_anim:GetAnimState():SetBank("bishop")my_anim:GetAnimState():SetBuild("bishop")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "knight" thenmy_anim:GetAnimState():SetBank("knight")my_anim:GetAnimState():SetBuild("knight_build")my_anim:GetAnimState():PlayAnimation("idle") elseif data and data == "deerclops" thenmy_anim:GetAnimState():SetBank("deerclops")my_anim:GetAnimState():SetBuild("deerclops_build")my_anim:GetAnimState():PlayAnimation("idle_loop")---------------------elsemy_anim:GetAnimState():SetBank(data)my_anim:GetAnimState():SetBuild(data)my_anim:GetAnimState():PlayAnimation("idle")endThere's still a handful that don't show for whatever reason, like bat, chester, bishop, knight, gobbler(perd), and penguin (though you can still place most of these...)Since builds.lua is a valid Lua script, packaged for require()ing, I think you should do just that to make it easy to update it, improve it, etc. Let's say you put builds.lua in scripts/testtools/builds.lua inside your mod directory (the testtools directory in scripts/ is just to prevent possible filename clashes with other mods). Then, instead of your above snippet, you'd do:local build_info = require "testtools.builds"-- Do some manual overrides here if necessary.build_info.penguin.baseanim = "idle_loop"-- Now do the actual work (this would probably be inside a function, I'm just assuming-- there's some "global" data and my_anim to make code exposition easier).local info = build_info[data]if info then my_anim:GetAnimState():SetBank( info.bank ) my_anim:GetAnimState():SetBuild( info.build ) my_anim:GetAnimState():PlayAnimation( info.baseanim )else my_anim:GetAnimState():SetBank(data) my_anim:GetAnimState():SetBuild(data) my_anim:GetAnimState():PlayAnimation("idle")endThe cases that currently don't show up could be handled by overrides, as I did above for the penguin. I took the penguin as a particular case to investigate why its baseanim wasn't getting set (and thus defaulting to "idle"). The reason is the baseanim is not defined in the prefab file, but in SGpenguin.lua. Since build_searcher.lua currently does not process stategraphs, it's not picking up on that. I'm guessing this is also the case in the others that don't show up. I may extend build_searcher.lua to also process stategraphs, but unless there are too many cases like that I think overrides should be enough.---edit---Alternatively, to make the code even more modular and easier to update and improve, you could put builds.lua in scripts/testtools/builds.lua and create a file scripts/testtools/builds_overrides.lua for the manual overrides. The contents of builds_overrides.lua would be something like:local build_info = require "testtools.builds"-- Do all the necessary manual overrides here.build_info.penguin.baseanim = "idle_loop"return build_infoThen, inside the file that actually does the displaying of preview images, you'd do:local build_info = require "testtools.builds_overrides"-- Now do the actual work (this would probably be inside a function, I'm just assuming-- there's some "global" data and my_anim to make code exposition easier).local info = build_info[data]if info then my_anim:GetAnimState():SetBank( info.bank ) my_anim:GetAnimState():SetBuild( info.build ) my_anim:GetAnimState():PlayAnimation( info.baseanim )else my_anim:GetAnimState():SetBank(data) my_anim:GetAnimState():SetBuild(data) my_anim:GetAnimState():PlayAnimation("idle")end---edit 2---If data may be nil, you could also dolocal info = data and build_info[data]or, equivalently,local info = build_info[data or {}] Edited August 3, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-277351 Share on other sites More sharing options...
tehMugwump Posted August 3, 2013 Share Posted August 3, 2013 Man, I am an IDIOT. I didn't understand your intended purpose for builds.lua. Brilliant! I am humbled before greatness. You and Ipsy really saved my arse! You will be duly noted in the thanks section. :victorious:I've got some presentation issues to work out, so I'll get back to that...Since builds.lua is a valid Lua script, packaged for require()ing, I think you should do just that to make it easy to update it, improve it, etc. Let's say you put builds.lua in scripts/testtools/builds.lua inside your mod directory (the testtools directory in scripts/ is just to prevent possible filename clashes with other mods). Then, instead of your above snippet, you'd do:local build_info = require "testtools.builds"-- Do some manual overrides here if necessary.build_info.penguin.baseanim = "idle_loop"-- Now do the actual work (this would probably be inside a function, I'm just assuming-- there's some "global" data and my_anim to make code exposition easier).local info = build_info[data]if info then my_anim:GetAnimState():SetBank( info.bank ) my_anim:GetAnimState():SetBuild( info.build ) my_anim:GetAnimState():PlayAnimation( info.baseanim )else my_anim:GetAnimState():SetBank(data) my_anim:GetAnimState():SetBuild(data) my_anim:GetAnimState():PlayAnimation("idle")endThe cases that currently don't show up could be handled by overrides, as I did above for the penguin. I took the penguin as a particular case to investigate why its baseanim wasn't getting set (and thus defaulting to "idle"). The reason is the baseanim is not defined in the prefab file, but in SGpenguin.lua. Since build_searcher.lua currently does not process stategraphs, it's not picking up on that. I'm guessing this is also the case in the others that don't show up. I may extend build_searcher.lua to also process stategraphs, but unless there are too many cases like that I think overrides should be enough.---edit---Alternatively, to make the code even more modular and easier to update and improve, you could put builds.lua in scripts/testtools/builds.lua and create a file scripts/testtools/builds_overrides.lua for the manual overrides. The contents of builds_overrides.lua would be something like:local build_info = require "testtools.builds"-- Do all the necessary manual overrides here.build_info.penguin.baseanim = "idle_loop"return build_infoThen, inside the file that actually does the displaying of preview images, you'd do:local build_info = require "testtools.builds_overrides"-- Now do the actual work (this would probably be inside a function, I'm just assuming-- there's some "global" data and my_anim to make code exposition easier).local info = build_info[data]if info then my_anim:GetAnimState():SetBank( info.bank ) my_anim:GetAnimState():SetBuild( info.build ) my_anim:GetAnimState():PlayAnimation( info.baseanim )else my_anim:GetAnimState():SetBank(data) my_anim:GetAnimState():SetBuild(data) my_anim:GetAnimState():PlayAnimation("idle")end Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/20/#findComment-277382 Share on other sites More sharing options...
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