Noldaz Posted December 17, 2015 Share Posted December 17, 2015 I want to make sewing kit use silk for repair but it always says [00:01:27]: [string "../mods/bSewkitMod/scripts/prefabs/sewingki..."]:41: attempt to index field 'fuel' (a nil value)LUA ERROR stack traceback: ../mods/bSewkitMod/scripts/prefabs/sewingkit.lua:41 in (field) fn (Lua) <10-55> scripts/mainfunctions.lua:147 in () ? (Lua) <136-178> =[C]:-1 in (method) SpawnPrefab © <-1--1> scripts/mainfunctions.lua:192 in (global) SpawnPrefab (Lua) <189-194> scripts/components/builder.lua:327 in (method) DoBuild (Lua) <313-395> scripts/actions.lua:861 in (field) fn (Lua) <859-865> scripts/bufferedaction.lua:23 in (method) Do (Lua) <19-33> scripts/entityscript.lua:1216 in (method) PerformBufferedAction (Lua) <1208-1226> scripts/stategraphs/SGwilson.lua:2277 in (field) ontimeout (Lua) <2274-2278> scripts/stategraph.lua:545 in (method) UpdateState (Lua) <531-575> scripts/stategraph.lua:602 in (method) Update (Lua) <594-622> scripts/stategraph.lua:123 in (method) Update (Lua) <107-146> scripts/update.lua:209 in () ? (Lua) <150-223> I have attached the files I havemodmain.luasilk.luasewingkit.lua Link to comment Share on other sites More sharing options...
ZupaleX Posted December 17, 2015 Share Posted December 17, 2015 (edited) Ok, that may sound harsh but just stop everything you'r edoing NOW.You are taking extremly bad modding habbit by doing what you're doing. You should NEVER override an existing prefab the way you're doing because then you're killing the compatibility of your mod with ANY other mod modifying the same prefab.You have functions for that which are called AddPrefabPostInit. Read a bit more some tutorials and study the mod samples provided by Klei and then come back to ask questions if you encounter issues. But just don't do it the way you started, it will just be awful.Good luck Edited December 17, 2015 by ZupaleX Link to comment Share on other sites More sharing options...
Noldaz Posted December 18, 2015 Author Share Posted December 18, 2015 (edited) yes i know that, I just wanted to know what do what and what to change, first, then do the post init.So, do you know why it doesnt register my fuel? It doesnt sound harsh, I know im a beginner that doesnt know whats hes doing lol Edited December 18, 2015 by Noldaz Link to comment Share on other sites More sharing options...
ZupaleX Posted December 19, 2015 Share Posted December 19, 2015 line 41 you call the "fuel" component while there is no fuel component attached to your sewing kit. Link to comment Share on other sites More sharing options...
Noldaz Posted December 19, 2015 Author Share Posted December 19, 2015 (edited) I dont understand what is fuel component then .. i got this in sewing kit inst:AddComponent("fueled") inst.components.fueled.accepting = trueinst.components.fuel.fueltype = FUELTYPE.SILK i tried "silk" and "SILK" tooinst.components.fueled:InitializeFuelLevel(0)inst.components.fueled:StopConsuming() i got this in mod main GLOBAL.FUELTYPE.SILK = "SILK" PrefabFiles = { "sewingkit", "silk",} and this in the silk inst:AddComponent("fuel")inst.components.fuel.fueltype = "SILK"inst.components.fuel.fuelvalue = TUNING.TINY_FUEL whats missing?! Edited December 19, 2015 by Noldaz Link to comment Share on other sites More sharing options...
Kzisor Posted December 19, 2015 Share Posted December 19, 2015 @Noldaz, fuel and fueled are not the components you want to be using. The fueled component is specifically used by items which are always being 'consumed' or fueled, where as the fuel component is what fuels those items. Look into using the repairable and repairer components. Link to comment Share on other sites More sharing options...
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