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Items not showing up for some clients


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For some reason it seems some people joining servers don't get custom items to show up in the skill bar. Anyone have ideas for what could be the cause?

http://steamcommunity.com/workshop/filedetails/discussion/360319890/619574421569721115/?tscn=1420667705

 

Below: example of custom items in my mod.

 

local assets =

{
  Asset( "ANIM", "anim/smallblood.zip" ),
  Asset( "ANIM", "anim/plantblood.zip" ),
  Asset( "ANIM", "anim/monsterblood.zip" ),
  Asset( "ANIM", "anim/largeblood.zip" ),
  Asset ("ATLAS", "images/inventoryimages/smallblood.xml"),
  Asset ("ATLAS", "images/inventoryimages/largeblood.xml"),
  Asset ("ATLAS", "images/inventoryimages/monsterblood.xml"),
  Asset ("ATLAS", "images/inventoryimages/plantblood.xml"),
  
}
 
local prefabs = {
    "smallblood",
    "largeblood",
    "monsterblood",
    "plantblood",
}
 
local function common(bank, build, anim, tag)
    local inst = CreateEntity()
 
    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddNetwork()
    
    MakeInventoryPhysics(inst)
 
    inst.AnimState:SetBank(bank)
    inst.AnimState:SetBuild(build)
    inst.AnimState:PlayAnimation(anim)
 
    inst:AddTag("blood")
    if tag ~= nil then
        inst:AddTag(tag)
    end
 
    if not TheWorld.ismastersim then
        return inst
    end
 
    inst.entity:SetPristine()
 
    inst:AddComponent("edible")
    inst.components.edible.ismeat = true    
    inst.components.edible.foodtype = FOODTYPE.BLOOD   --change to BLOOD later
 
    inst:AddComponent("inspectable")
 
    inst:AddComponent("inventoryitem")
    inst:AddComponent("stackable")
 
    inst:AddComponent("perishable")
    inst.components.perishable:SetPerishTime(TUNING.PERISH_SLOW)
    inst.components.perishable:StartPerishing()
    inst.components.perishable.onperishreplacement = "spoiled_food"
 
    MakeHauntableLaunchAndPerish(inst)
    inst:ListenForEvent("spawnedfromhaunt", function(inst, data)
        Launch(inst, data.haunter, TUNING.LAUNCH_SPEED_SMALL)
    end)
 
    return inst
end
 
-- small bloodbag
local function smallblood()
  local inst = common("deerclops_eyeball", "smallblood", "idle")
 
    if not TheWorld.ismastersim then
        return inst
    end
    
    inst.components.edible.healthvalue = TUNING.HEALING_MEDSMALL * 2
    inst.components.edible.hungervalue = TUNING.CALORIES_SMALL * 2.5
    inst.components.edible.sanityvalue = TUNING.SANITY_TINY * 1
    inst.components.inventoryitem.atlasname = "images/inventoryimages/smallblood.xml"
 
    inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED)
 
    inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM
 
    return inst
end
 
-- large bloodbag
local function largeblood()
  local inst = common("deerclops_eyeball", "largeblood", "idle")
 
    if not TheWorld.ismastersim then
        return inst
    end
    
    inst.components.edible.healthvalue = TUNING.HEALING_MED * 2
    inst.components.edible.hungervalue = TUNING.CALORIES_MED * 2.5
    inst.components.edible.sanityvalue = TUNING.SANITY_SMALL * 1
    inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED)
    inst.components.inventoryitem.atlasname = "images/inventoryimages/largeblood.xml"
 
    return inst
end
 
-- monster bloodbag
local function monsterblood()
  local inst = common("deerclops_eyeball", "monsterblood", "idle")
 
    if not TheWorld.ismastersim then
        return inst
    end
    
    inst.components.edible.healthvalue = TUNING.HEALING_SMALL * 1
    inst.components.edible.hungervalue = TUNING.CALORIES_MEDSMALL * 2.5
    inst.components.edible.sanityvalue = -TUNING.SANITY_SMALL * 1
    inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED)
    inst.components.inventoryitem.atlasname = "images/inventoryimages/monsterblood.xml"
 
    return inst
end
 
-- plant bloodbag
local function plantblood()
  local inst = common("deerclops_eyeball", "plantblood", "idle")
 
    if not TheWorld.ismastersim then
        return inst
    end
    
    inst.components.edible.healthvalue = TUNING.HEALING_MEDLARGE * 1
    inst.components.edible.hungervalue = TUNING.CALORIES_MED * 1.25
    inst.components.edible.sanityvalue = -TUNING.SANITY_MED
    inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED)
    inst.components.inventoryitem.atlasname = "images/inventoryimages/plantblood.xml"
 
    return inst
end
 
 
return  Prefab("common/inventory/smallblood", smallblood, assets),
        Prefab("common/inventory/largeblood", largeblood, assets),
        Prefab("common/inventory/monsterblood", monsterblood, assets),
        Prefab("common/inventory/plantblood", plantblood, assets)

 

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@RedMattis, does your modinfo.lua have the following line in it?

 

all_clients_require_mod = true
 

 

Custom items and characters should have that line in order for all clients to download the mod. I also see something missing from your particular mod that isn't missing from the one I ported (which does show up in clients inventories (Diggable Reeds).

 

inst.components.inventoryitem.imagename = "dug_reeds"

 

Try setting the imagename and see if it will show up in their inventory afterwards.

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