Tiev Posted December 19, 2015 Share Posted December 19, 2015 Hi guys. I started a new world a while ago and i'm now up to day 238. Thing is, I haven't had a deerclops spawn yet and I'm a little worried I might have set up a world without it. I usually don't mess with these settings preferring a more vanilla experience but since I haven't seen one in so long, I'm concerned. Is there a way to look at my world files to figure out if I have set deerclops to 0? And if not, is there any way to find out if I do have deerclops in my world? Thanks in advance Link to comment Share on other sites More sharing options...
Mobbstar Posted December 19, 2015 Share Posted December 19, 2015 Well, you could do minor modding/hacking to find out. It is entirely possible you just have good luck though. Link to comment Share on other sites More sharing options...
Tiev Posted December 19, 2015 Author Share Posted December 19, 2015 Well, you could do minor modding/hacking to find out. It is entirely possible you just have good luck though. Thanks for the response. How would one go about doing this minor modding/hacking? I would actually consider that bad luck since I want dem eyes! hehe Link to comment Share on other sites More sharing options...
Mobbstar Posted December 19, 2015 Share Posted December 19, 2015 The easiest approach is probably to add a message to the "basehassler.lua" file in "data/scripts/components" (in RoG, you need to go to "DLC_000001" folder). You'd look for the function that is called "StartAttacks" ("SetUpAttacks" in RoG) and place the following line in it:print("YOURMESSAGEHERE") Then the log.txt should say YOURMESSAGEHERE. You can open the log ingame using ctrl+L, or this way. Link to comment Share on other sites More sharing options...
Tiev Posted December 20, 2015 Author Share Posted December 20, 2015 Got it! Doesn't StartAttacks mean periodic attacks like hounds, worms or the deerclops? In which case won't it pop every time a hound attacks me? In that situation I'll know that deerclops has spawned if it pops for me but not hounds attack me, right? Link to comment Share on other sites More sharing options...
Tiev Posted December 20, 2015 Author Share Posted December 20, 2015 Nevermind the previous question. I found this at "data/scripts/components/basehassler.lua": local BaseHassler = Class(function(self, inst) self.inst = instself.warning = falseself.timetoattack = nilself.warnduration = 60self.timetonextwarningsound = 0self.announcewarningsoundinterval = 4self.hasslerprefab = "deerclops"self.warningsound = "dontstarve/creatures/deerclops/distant" self.attacksperwinter = 1self.attackduringsummer = falseself.attackdelay = nilself.attackrandom = nil self.inst:ListenForEvent("snowcoverchange", function(inst)local snow_cover = GetSeasonManager() and GetSeasonManager():GetSnowPercent() or 0 if snow_cover >= 0.2 then if not self.timetoattack then self:StartAttacks() end elseif snow_cover <= 0 and self.attackduringsummer and not self.timetoattack then self:StartAttacks() else self:CeaseAttacks() endend, GetWorld() )end) I assume this means standard values (eg: one attack per winter). However, can I be sure that this applies to my current game or it's just a template for default values? Link to comment Share on other sites More sharing options...
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