Conker446 Posted December 13, 2014 Share Posted December 13, 2014 I published my spider character. Of course, I didn't add webber's own abilities because it would be problems for Klei. I mean.. his abilities are only able to be used in Reign of Giants, am I right? Anyway.. I tested this character with other users. They said they could not make this character's special item even I could create. After several testing, I realized that only host can create mod item. What is the problem about my mod? Can you guys give me advice about this? Link to comment https://forums.kleientertainment.com/forums/topic/46239-dose-dst-completely-support-mod-now/ Share on other sites More sharing options...
Silentdarkness1 Posted December 13, 2014 Share Posted December 13, 2014 To answer your thread title? No. The Mod API isn't fully fleshed out. Heck, still waiting for the DST sample mod. And also, the client needs to also have the mod installed. Assuming you gave them that mod, then the answer is something more complex. Link to comment https://forums.kleientertainment.com/forums/topic/46239-dose-dst-completely-support-mod-now/#findComment-584725 Share on other sites More sharing options...
Conker446 Posted December 13, 2014 Author Share Posted December 13, 2014 To answer your thread title? No. The Mod API isn't fully fleshed out. Heck, still waiting for the DST sample mod. And also, the client needs to also have the mod installed. Assuming you gave them that mod, then the answer is something more complex. oh.. I mean they installed my mod too. Link to comment https://forums.kleientertainment.com/forums/topic/46239-dose-dst-completely-support-mod-now/#findComment-584726 Share on other sites More sharing options...
rezecib Posted December 13, 2014 Share Posted December 13, 2014 @Conker446, First, you should probably be posting mod stuff here. Second, you need the recipes in the common_postinit, since that's what will run on clients. Setting all_clients_require_mod = true in the modinfo will let them automatically acquire it once it's on the Steam Workshop. Edit: You will also need to do an extensive pass-through of all the items you added, to make sure they have networking and if not TheWorld.ismastersim then return end in the right spots in their constructors. Link to comment https://forums.kleientertainment.com/forums/topic/46239-dose-dst-completely-support-mod-now/#findComment-584739 Share on other sites More sharing options...
Conker446 Posted December 13, 2014 Author Share Posted December 13, 2014 @Conker446, First, you should probably be posting mod stuff here. Second, you need the recipes in the common_postinit, since that's what will run on clients. Setting all_clients_require_mod = true in the modinfo will let them automatically acquire it once it's on the Steam Workshop. Edit: You will also need to do an extensive pass-through of all the items you added, to make sure they have networking and if not TheWorld.ismastersim then return end in the right spots in their constructors.I'll try that! Thank you very much!!@Conker446, First, you should probably be posting mod stuff here. Second, you need the recipes in the common_postinit, since that's what will run on clients. Setting all_clients_require_mod = true in the modinfo will let them automatically acquire it once it's on the Steam Workshop. Edit: You will also need to do an extensive pass-through of all the items you added, to make sure they have networking and if not TheWorld.ismastersim then return end in the right spots in their constructors.I'll try that! Thank you very much!! Link to comment https://forums.kleientertainment.com/forums/topic/46239-dose-dst-completely-support-mod-now/#findComment-584758 Share on other sites More sharing options...
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