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AddComponentPostInit("temperature", function(self)	local old = self.OnUpdate	function self:OnUpdate(dt, applyhealthdelta)		old(self, dt, applyhealthdelta)		if self.inst.prefab == "fish" and applyhealthdelta and self.current < 0 and self.inst.components.health then			self.inst.components.health:DoDelta(self.hurtrate*dt*1.5, true, "cold")		end	endend)

in modmain.

inst.components.sanity.custom_rate_fn = function(inst)	local rain_delta = TheWorld.state.israining and -1.5 * TUNING.DAPPERNESS_MED * TheWorld.state.precipitationrate or 0	local mydelta = -(rain_delta * 1.5)	return mydeltaend

In your master_postinit.

 

 

i think you mean 

if self.inst.prefab == "noonfish"

idk .-.

ok now im trying to get my character to gain sanity during dusk (i'll balance out by upping the night drain)

but as of now, i cant seem to get my char to gen sanity during dusk, and the log provides nothing, it just run as normal without crashing

._.

NoonFish with company.zip

log.txt

also i cant get  the mod tool uploader thing to work, are the exported files necessary?

Are we talking RoG here?

 

You have two custom sanity rates functions, fuse them, make the values add up, and then return that.

In DST now there is no sanity drain from rain, it's from moisture.

 

You should put print("I'm here") on the sanity rate function and then look at the log. To see if the delta is being calculated.

Are we talking RoG here?

 

You have two custom sanity rates functions, fuse them, make the values add up, and then return that.

In DST now there is no sanity drain from rain, it's from moisture.

 

You should put print("I'm here") on the sanity rate function and then look at the log. To see if the delta is being calculated.

*tries to fix it*

*cant*

*tries to ind a workaround*

*looks at the vampire mod thingy (something with sera or something)*

*cant*

*comes here*

*tries posting log*

*breaks the fourms again*

wat

NoonFish with company.zip

It works.

But you have like 5 noon fishes in there, take them out and use one.

 

That's probably why you couldn't test your changes, because you were selecting the wrong prefab everytime.

k i tried it again and it worked .u.

thanks

Under --other stuff.

The AddComponentPostInit("combat"... end) part should be removed.

 

And put in weirdo.lua, inside the master_postinit(inst):

	local self = inst.components.combat    local old = self.GetAttacked    function self:GetAttacked(attacker, damage, weapon, stimuli)        if attacker and attacker.components.explosive then            return old(self, attacker, 0, weapon, stimuli)        else            return old(self, attacker, damage, weapon, stimuli)        end    end

ok now im on animation/ possible coding errors for items.

they either show up when equipped and dont show up on the ground, or they dont show up when equipped and show on the ground. i try to do the same way for both, but then it does neither.

:/

NoonFish with company.zip

log.txt

apparently the small slice of code i tried to modify makes every character except weirdobob, allergic to feather hats

i think

i dunno

log.txtNoonFish with company.zip

 

--edit

also the tallbird nest picker thing crashes eveyone too

will look and try to fix on own

:v

 

Edited by The Noon Fish

ok idk what i did, but now the non workshop version of my mod (i like to keep things separate when possible at times) does not show up altogether, although the workshop version shows up just fine.

i have tried working on the workshop version, but it seems to not save any tweaks i do to the mod. idk if it's a bug or my game just messing with me, but im very disgruntled with this possibly major setback.

tallbird_hat.lua

im trying to get tallbirds to follow only weirdo, but it kept crashing the game, so i gave up and kinda copy pasted the code from the spider hat and replaced spider with tallbird, and it still doesn't work.i give up

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