UnderwearApp Posted August 27, 2015 Share Posted August 27, 2015 (edited) Hello everyone! I am trying to fix a couple of my mods from the latest updates and all is good except for the iced coconut is huge in the crockpot. See here: (Sorry for the link, site says I can't embed Steam or Imgur so I gave up) http://images.akamai.steamusercontent.com/ugc/419187061818621045/1B412FDAB927061581CB3ACFD6C26C4D40D40AE8/ Any ideas? Also, can anyone explain what the new regrowth component applies to? It only causes crashes when I add it to the palm trees but is present in vanilla evergreens. Thanks as always. Prof Edited August 27, 2015 by ProfFarnsworth Link to comment Share on other sites More sharing options...
DarkXero Posted August 27, 2015 Share Posted August 27, 2015 @ProfFarnsworth, does the coconut image have power of 2 dimensions?If not, maybe that's what causes the issue. The plantregrowth component makes evergreens, lumpy evergreens, and leafy trees, to expand, regrow.But I think it should just not work for your stuff, not crash. Link to comment Share on other sites More sharing options...
UnderwearApp Posted August 27, 2015 Author Share Posted August 27, 2015 @ProfFarnsworth, does the coconut image have power of 2 dimensions?If not, maybe that's what causes the issue. The plantregrowth component makes evergreens, lumpy evergreens, and leafy trees, to expand, regrow.But I think it should just not work for your stuff, not crash. Thanks DarkXero, the dimensions were 500 x 500 so I changed them to 512. Still the same issue. So plantregrowth makes trees spread naturally? When I added it, it crashed due to nil reference at tuning_regrowth or something like that. Link to comment Share on other sites More sharing options...
DarkXero Posted August 27, 2015 Share Posted August 27, 2015 @ProfFarnsworth, yeah, definitely a nil somewhere, because TimeMultipliers doesn't have your prefab on it, and thus, InternalTimes wouldn't be able to generate a time for your prefab. So there's a nil floating there somewhere. Crashes on saving, at the least. Also, I opened the crock pot food file. You should resize your coconut to something like that. 1 Link to comment Share on other sites More sharing options...
Crykov Posted August 27, 2015 Share Posted August 27, 2015 resize the image in your image editor. Link to comment Share on other sites More sharing options...
UnderwearApp Posted August 28, 2015 Author Share Posted August 28, 2015 @ProfFarnsworth, yeah, definitely a nil somewhere, because TimeMultipliers doesn't have your prefab on it, and thus, InternalTimes wouldn't be able to generate a time for your prefab. So there's a nil floating there somewhere. Crashes on saving, at the least. Also, I opened the crock pot food file. You should resize your coconut to something like that.Do you know how I can modify that table to include my trees without overwriting the file? resize the image in your image editor.I will try resizing the image, but I am not sure why this is an issue now when it used to work. By that I mean what changed that makes the game recognize the initial .png dimensions? Thanks again both of you. Link to comment Share on other sites More sharing options...
UnderwearApp Posted August 29, 2015 Author Share Posted August 29, 2015 @DarkXero Resizing the image worked so thanks again. If you have any information about overwriting a table or a link, it would be appreciated. I have found some that pertains to overwriting a function in a component, would a table work the same way? i.e. Save the original and load the modified? Link to comment Share on other sites More sharing options...
DarkXero Posted August 30, 2015 Share Posted August 30, 2015 @ProfFarnsworth, if you copy and paste plantregrowth.lua into a components folder in your mod, it will overwrite completely the one in the game. I suggest that you do that, but you rename your component into prof_plantregrowth. That way, if others do the same for their own plants, there won't be a conflict. You would have a table for your prefabs.local TimeMultipliers = { ["coconut_tree"] = function() return 1 end,}And you would add the component prof_plantregrowth to your prefabs, and use the SetRegrowthRate, SetProduct, and SetSearchTag as if it were the original plantregrowth. Link to comment Share on other sites More sharing options...
UnderwearApp Posted September 2, 2015 Author Share Posted September 2, 2015 @ProfFarnsworth, if you copy and paste plantregrowth.lua into a components folder in your mod, it will overwrite completely the one in the game. I suggest that you do that, but you rename your component into prof_plantregrowth. That way, if others do the same for their own plants, there won't be a conflict. You would have a table for your prefabs.local TimeMultipliers = { ["coconut_tree"] = function() return 1 end,}And you would add the component prof_plantregrowth to your prefabs, and use the SetRegrowthRate, SetProduct, and SetSearchTag as if it were the original plantregrowth. Cool thanks again for the help. I'll give it a shot and see if it works. Link to comment Share on other sites More sharing options...
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