Dunthyon Posted December 21, 2014 Share Posted December 21, 2014 Okay, so I'm not a very good coder at all, and every time I try to apply my modded code the game crashes after I click "I understand". So I'm trying to make a character that resembles me (I can do the art, I'm good at this style), and I wanted him to have some vampire perks as well. Only issue is that I can't code for crap and I need a baseplate so I can just insert the art in and be done with it. Or at least some help with this issue, as no tutorials or anything seem to be helping. Yes, I used the ESCTemplate and read the tutorials and watched videos, and no, none of them stopped the crashing. So can anyone be willing to lend a hand in coding this character? Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted December 21, 2014 Share Posted December 21, 2014 I personally cannot help with either the baseplate or the coding, but I look forward to seeing if the baseplate gets made. Your character is a pony or something, right? I have an idea for a dragon character, and i'd love to be able to get some of use out of the baseplate. Also, you should have posted the log.txt, so we can know WHY it crashes. Link to comment Share on other sites More sharing options...
Dunthyon Posted December 21, 2014 Author Share Posted December 21, 2014 Well actually, I'm trying to make both a pony and a human character. Also where is the crash dump? I can't seem to find it. Link to comment Share on other sites More sharing options...
Dunthyon Posted December 21, 2014 Author Share Posted December 21, 2014 I found it, but my mod isn't crashing anymore, it loads, but when I go back to the mods to see if it applied, it reads To Be Disabled every time. Here's the log.txt though: local assets ={Asset("ANIM", "anim/log.zip"),} local function fn()local inst = CreateEntity() inst.entity:AddTransform()inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("log") inst.AnimState:SetBuild("log") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("edible") inst.components.edible.foodtype = FOODTYPE.WOOD inst.components.edible.woodiness = 10 inst:AddComponent("fuel") inst.components.fuel.fuelvalue = TUNING.MED_FUEL MakeSmallBurnable(inst, TUNING.MED_BURNTIME) MakeSmallPropagator(inst) MakeHauntableLaunchAndIgnite(inst) --------------------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst:AddComponent("stackable") inst:AddComponent("repairer")inst.components.repairer.repairmaterial = MATERIALS.WOODinst.components.repairer.healthrepairvalue = TUNING.REPAIR_LOGS_HEALTH --inst:ListenForEvent("burnt", function(inst) inst.entity:Retire() end) return instend return Prefab("common/inventory/log", fn, assets) Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted December 21, 2014 Share Posted December 21, 2014 The whole thing? I find it hard to believe that's the whole log.txt. Link to comment Share on other sites More sharing options...
Dunthyon Posted December 21, 2014 Author Share Posted December 21, 2014 Oh no, that's the log.lua. I don't appear to have a log.txt though. Link to comment Share on other sites More sharing options...
Developer PeterA Posted January 5, 2015 Developer Share Posted January 5, 2015 I don't appear to have a log.txt though. Your log file should exist at C:\Users\username\Documents\Klei\DoNotStarveTogether\log.txt Link to comment Share on other sites More sharing options...
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