simplex Posted September 8, 2013 Share Posted September 8, 2013 @simplexDo you want me to move the rest of the prefabs into upandaway/prefabs, like you did with sheep and the others?Well, so far I've been moving them as I felt the need to use a few wicker tools. But putting everything in there would make things more uniform.Just one note: when redirecting the loading to upandaway/prefabs using require(), note that require only takes the first return value of the file. So in case there's more than one you'd return it as a table and then call unpack. For example, if moving sky_chest.lua to upandaway/prefabs/sky_chest.lua, you'd end it withreturn {Prefab("common/sky_chest", chest("treasure_chest"), assets), MakePlacer("common/treasurechest_placer", "chest", "treasure_chest", "closed")}and then, in prefabs/sky_chest.lua, its single line would bereturn unpack(require "upandaway.prefabs.sky_chest")p.s.: Sorry about the commit spam about the ghostly README.md. Since the README.md <-> index.md syncing is done as a commit hook, I had to commit to test if the issue was fixed or not (and it seems it finally is). Link to comment Share on other sites More sharing options...
thelefthelix Posted September 8, 2013 Share Posted September 8, 2013 (edited) I've been needing to practice with my tablet, so I figured it would be a good excuse to come up with concept art for potential additions. Here is a rough sketch (and color, because I like color) of a flying lemur type mob: Edit: One moment. I like him too, he looks sadistic, and you can't go wrong with green! @ArcticFox789 Maybe he's that certain rainbow-based raccoon's demented cousin that nobody talks about at the family reunion. Edited September 8, 2013 by thelefthelix 3 Link to comment Share on other sites More sharing options...
Tulingu Posted September 8, 2013 Share Posted September 8, 2013 I've been lurking here for a while and have no useful contribution when it comes to programming but dang everything that has been posted so far looks really interesting. Keep up the good work lads Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted September 8, 2013 Share Posted September 8, 2013 I've been needing to practice with my tablet, so I figured it would be a good excuse to come up with concept art for potential additions. Here is a rough sketch (and color, because I like color) of a flying lemur type mob:Edit: One moment. Skylemming. Link to comment Share on other sites More sharing options...
simplex Posted September 8, 2013 Share Posted September 8, 2013 @debugman18 One immediate advantage of putting things in upandaway/prefabs, upandaway/components, etc. is that you don't need to necessarily make functions local so they won't pollute/conflict with the global environment. Provided these files have the wicker header, each will run in its own environment, so you can define non-local functions and not have to worry about order or declaration (like in the previous issue with sheep.lua). 1 Link to comment Share on other sites More sharing options...
thelefthelix Posted September 8, 2013 Share Posted September 8, 2013 (edited) What if there were a couple different color variations of them and they lived in tribes, and occasionally at night they would creep into your camp and steal/rearrange things just to screw with you? Edit: And they could carry spears because that's exactly what they don't need. Edited September 8, 2013 by thelefthelix 4 Link to comment Share on other sites More sharing options...
debugman18 Posted September 8, 2013 Author Share Posted September 8, 2013 @simplex Err. I moved all the prefabs (and doing it a tiny few changes to cloudrealm. notably, adding cloud waves) but the game spits this error at me. scripts/mods.lua(17,1) error calling LoadPrefabFile in mod UpAndAway (Up and Away):...mods/UpAndAway/scripts/upandaway/wicker/api/core.lua:134: variable 'is_a' is not declaredLUA ERROR stack traceback: =[C] in function 'error' C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/strict.lua(23,1) C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/../mods/UpAndAway/scripts/upandaway/wicker/api/core.lua(134,1) =(tail call) ? C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/mainfunctions.lua(42,1) =(tail call) ? =[C] in function 'xpcall' C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/mods.lua(15,1) C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/mods.lua(262,1) in function 'RegisterPrefabs' scripts/main.lua(216,1) in function 'ModSafeStartup' scripts/main.lua(250,1) =[C] in function 'SetPersistentString' C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/modindex.lua(58,1) =[C] in function 'GetPersistentString' C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/modindex.lua(45,1) in function 'BeginStartupSequence' scripts/main.lua(249,1) in function 'callback' C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/modindex.lua(281,1) =[C] in function 'GetPersistentString' C:/Program Files (x86)/Steam/SteamApps/common/dont_starve/data/scripts/modindex.lua(261,1) in function 'Load' scripts/main.lua(248,1) in main chunk scripts/mods.lua(212,1) Disabling UpAndAway (Up and Away) because it had an error. Link to comment Share on other sites More sharing options...
simplex Posted September 8, 2013 Share Posted September 8, 2013 @debugman18 It really looks like you forgot a return statement in one of the prefab files. In a Lua module, when you don't explicitly return something the module environment is returned. So when LoadPrefabFile at mainfunctions.lua is trying to index the return value with "is_a", it's really indexing the module environment. However, when using the global environment bootup, if something doesn't exist in the wicker environment it will attempt to grab that from the global environment. Since the global environment runs in strict mode (raising an error if an undeclared variable is accessed), the game crashes (instead of just giving back nil). Link to comment Share on other sites More sharing options...
debugman18 Posted September 8, 2013 Author Share Posted September 8, 2013 @debugman18It really looks like you forgot a return statement in one of the prefab files.In a Lua module, when you don't explicitly return something the module environment is returned. So when LoadPrefabFile at mainfunctions.lua is trying to index the return value with "is_a", it's really indexing the module environment. However, when using the global environment bootup, if something doesn't exist in the wicker environment it will attempt to grab that from the global environment. Since the global environment runs in strict mode (raising an error if an undeclared variable is accessed), the game crashes (instead of just giving back nil).I'll go double check everything. I don't think I missed one, but... I'll check. Link to comment Share on other sites More sharing options...
debugman18 Posted September 8, 2013 Author Share Posted September 8, 2013 (edited) @debugman18It really looks like you forgot a return statement in one of the prefab files.In a Lua module, when you don't explicitly return something the module environment is returned. So when LoadPrefabFile at mainfunctions.lua is trying to index the return value with "is_a", it's really indexing the module environment. However, when using the global environment bootup, if something doesn't exist in the wicker environment it will attempt to grab that from the global environment. Since the global environment runs in strict mode (raising an error if an undeclared variable is accessed), the game crashes (instead of just giving back nil).There aren't any missing return statements. I also made sure that prefabs that should be unpacked are done so with the snippet you told me to use. Edit: I pushed to Git if you're willing to have a look, but I'll continue to check things out. I don't know how Wicker works at the moment (it's over my head, mostly). Edited September 8, 2013 by debugman18 Link to comment Share on other sites More sharing options...
1Nicolino Posted September 8, 2013 Share Posted September 8, 2013 (edited) I finnaly have intended , i have to edit the Wee tusk files... Here is the basic of the basic of the snow guy. local assets={Asset("ANIM", "anim/ds_pig_basic.zip"),Asset("ANIM", "anim/ds_pig_actions.zip"),Asset("ANIM", "anim/ds_pig_attacks.zip"),Asset("ANIM", "anim/pig_build.zip"), Asset("ANIM", "anim/pigspotted.zip") ,Asset("SOUND", "sound/beefalo.fsb"),} local sounds = { walk = "dontstarve/beefalo/walk", grunt = "dontstarve/beefalo/grunt", curious = "dontstarve/beefalo/curious", local prefabs ={ "meat", "greengem", "bluegem",} local loot = { "meat",} local function OnAttacked(inst, data) --print(inst, "OnAttacked") local attacker = data.attacker inst.components.combat:SetTarget(attacker) local builds = {"pig_build", "pigspotted_build"} local function create()local inst = CreateEntity()local trans = inst.entity:AddTransform()local anim = inst.entity:AddAnimState()local sound = inst.entity:AddSoundEmitter()local shadow = inst.entity:AddDynamicShadow()shadow:SetSize(2.5) inst.Transform:SetFourFaced() inst.Transform:SetScale(2.5) MakeCharacterPhysics(inst, 50, .5) anim:SetBank("?") anim:SetBuild("pig_build") inst:AddComponent("locomotor") inst.components.locomotor.runspeed = 10 inst.components.locomotor.walkspeed = 1.5 inst:SetStateGraph("SGwalrus") inst.soundgroup = "mctusk" --anim:Hide("hat") inst:AddTag("character") inst:AddTag("walrus") inst:AddTag("houndfriend") local brain = require "brains/beefalobrain" inst:SetBrain(brain) inst.components.eater:SetHerbivore() inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "pig_torso" inst.components.combat:SetDefaultDamage(TUNING.BEEFALO_DAMAGE) inst.components.combat:SetRetargetFunction(1, Retarget) inst.components.combat:SetKeepTargetFunction(KeepTarget) inst:AddComponent("health") inst.components.health:SetMaxHealth(TUNING.WALRUS_HEALTH) inst:AddComponent("lootdropper") inst.components.lootdropper:SetLoot(loot) inst.components.lootdropper:AddChanceLoot("greengem", 0.50) inst.components.lootdropper:AddChanceLoot("bluegem", 0.50) inst:AddComponent("inspectable") MakeLargeBurnableCharacter(inst, "beefalo_body") inst:AddComponent("leader") inst:ListenForEvent("attacked", OnAttacked) return instend return Prefab( "forest/animals/snow_guy", create, assets, prefabs), I don't have more exp to make the rest... Edited September 8, 2013 by 1Nicolino Link to comment Share on other sites More sharing options...
thelefthelix Posted September 8, 2013 Share Posted September 8, 2013 (edited) @1Nicolino Can you put that in a spoiler please? I'm sure someone will gladly help, but that takes up an incredible amount of space. Edit: Thank you sir! In other news I thought of a silly idea I meant to post earlier. Edited September 9, 2013 by thelefthelix 5 Link to comment Share on other sites More sharing options...
debugman18 Posted September 9, 2013 Author Share Posted September 9, 2013 @1Nicolino Can you put that in a spoiler please? I'm sure someone will gladly help, but that takes up an incredible amount of space. Edit: Thank you sir! In other news I thought of a silly idea I meant to post earlier. That's terrific. xD Reminds me of Pikachu! 1 Link to comment Share on other sites More sharing options...
Battal Posted September 9, 2013 Share Posted September 9, 2013 @1Nicolino Can you put that in a spoiler please? I'm sure someone will gladly help, but that takes up an incredible amount of space. Edit: Thank you sir! In other news I thought of a silly idea I meant to post earlier. Implement this. Now. 1 Link to comment Share on other sites More sharing options...
thelefthelix Posted September 9, 2013 Share Posted September 9, 2013 That's terrific. xD Reminds me of Pikachu! Haha, yeah it does! I don't remember what provoked it, but I just thought how funny it would be for clouds to poof away in some areas for hounds to come floating up, barking and snarling. Link to comment Share on other sites More sharing options...
TheDanaAddams Posted September 9, 2013 Share Posted September 9, 2013 Balloon-Hounds are the greatest thing. I absolutely love the idea that they would just kinda float helplessly - wiggling about, unable to control their own direction."Oh, I'm fearsome as heck! Come over here, and I'll show you who's boss!!""... No.""Aww..." 5 Link to comment Share on other sites More sharing options...
DARKLY Anon.Itachi. Posted September 9, 2013 Share Posted September 9, 2013 (edited) Why not just have them be the hound mechanic? oh wait because they cant move haha EDIT: Darnnit Dana lol Edited September 9, 2013 by DARKLY Anon.Itachi. Link to comment Share on other sites More sharing options...
thelefthelix Posted September 9, 2013 Share Posted September 9, 2013 Balloon-Hounds are the greatest thing. I absolutely love the idea that they would just kinda float helplessly - wiggling about, unable to control their own direction."Oh, I'm fearsome as heck! Come over here, and I'll show you who's boss!!""... No.""Aww..." Exactly! Aw, then when they died their balloon could pop and they'd drop back down. Poor little guys. 1 Link to comment Share on other sites More sharing options...
debugman18 Posted September 9, 2013 Author Share Posted September 9, 2013 Exactly! Aw, then when they died their balloon could pop and they'd drop back down. Poor little guys.I was just imagining a whole pack of them, floating up, up, and away... xD 1 Link to comment Share on other sites More sharing options...
DARKLY Anon.Itachi. Posted September 9, 2013 Share Posted September 9, 2013 Ravenous hailstones? I second this idea. I think that would be an interesting take on the slurper.But, can it actually rain them in the same vein as frog rain? Link to comment Share on other sites More sharing options...
debugman18 Posted September 9, 2013 Author Share Posted September 9, 2013 But, can it actually rain them in the same vein as frog rain?Yeah, that'd be feasible. Link to comment Share on other sites More sharing options...
DARKLY Anon.Itachi. Posted September 9, 2013 Share Posted September 9, 2013 Yeah, that'd be feasible.I'd say unless we made them 1-hit kill there'd have to be quite the distinct limit on the amount that may rain down. Link to comment Share on other sites More sharing options...
Hugo M. Posted September 9, 2013 Share Posted September 9, 2013 I guess that the floating hound's special power would be not take any damage from tooth traps right? This could bring some chalenge. 1 Link to comment Share on other sites More sharing options...
thelefthelix Posted September 9, 2013 Share Posted September 9, 2013 (edited) I'd say unless we made them 1-hit kill there'd have to be quite the distinct limit on the amount that may rain down. Well, if we went with the idea that on death the balloons pop and they drop back down, then it could make sense for them to be a one shot kill, and the player would then just be popping the balloon rather than actually killing the hound itself. As for it being a hound mechanic, I think it would be a good alternative to a standard hound attack, or removing them completely. Though it would be hilarious to see them floating around helplessly like Dana mentioned, you're right that they wouldn't pose much of a threat if they aren't moving around. In that case, what if the hounds would spawn at the time that you would first begin hearing the growls and snarls normally. For the duration of the warning they could float around acting tough, and when the warning was up the balloons would pop and they would land on the clouds where they could attack the player as a normal hound would. It really just depends on whether or not they would need to be a threat, or just something to point and laugh at. Edit: Misread your initial post and didn't see that it had been quoted from an earlier one. Ignore that first part! Edited September 9, 2013 by thelefthelix Link to comment Share on other sites More sharing options...
TheDanaAddams Posted September 9, 2013 Share Posted September 9, 2013 I think there should be a unique threat - something that provides the same function as the surface-world Hounds, but is more at home in the cloud realm.The balloon-hounds strike me as something to just point and laugh at - they used to be deadly, but in the cloud world, they're helpless. x3 1 Link to comment Share on other sites More sharing options...
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