Not_Wilson Posted February 10, 2016 Share Posted February 10, 2016 In my mod, I recently added Poutine as a crockpot item that can be cooked with a custom crop that my friends and I also added. After like, a month of struggling and almost resorting to poutine being a drop from a mob (how silly would that've been?), we finally got it to work in the crockpot. Except... If the person cooking it isn't the server host, the poutine disappears in their inventory. In a sense. It's still there in their inventory! But they can't see it or interact with it. That's an issue, considering that we added a temperature increase to it. It's almost essential to the character we modded in, aside from its health decrease (because honestly, french fries drenched in gravy and cheese is not good for you. Sorry, Canadians.) Since finding this bug, I feel a bit bad. I wanted to get this update out asap so people knew that the mod was still being worked on, but we came across this major issue. The only thing we could think to do to fix the issue was move inst.entity:SetPristine() above the "if not/then" conditional branch for TheWorld.ismastersim Surely someone can help us? Link to comment Share on other sites More sharing options...
zUsername Posted February 10, 2016 Share Posted February 10, 2016 You must post the code here so we can figure out what happened with you? Link to comment Share on other sites More sharing options...
Not_Wilson Posted February 10, 2016 Author Share Posted February 10, 2016 (edited) Will do. I'll put the code in a spoiler because it's huge. Update: I made it a veggie so that the vegetarian character we modded in can eat it. Spoiler assets = { Asset("ANIM", "anim/poutine.zip"), Asset("IMAGE", "images/inventoryimages/poutine.tex"), Asset("ATLAS", "images/inventoryimages/poutine.xml"), } local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) inst.AnimState:SetBank("poutine") inst.AnimState:SetBuild("poutine") inst.AnimState:PlayAnimation("idle") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/poutine.xml", inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM inst:AddComponent("edible") inst.components.edible.healthvalue = -TUNING.HEALING_SMALL inst.components.edible.hungervalue = TUNING.CALORIES_HUGE inst.components.edible.sanityvalue = TUNING.SANITY_SMALL inst.components.edible.foodtype = "VEGGIE" inst:AddComponent("perishable") inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED) inst.components.perishable:StartPerishing() inst.components.perishable.onperishreplacement = "spoiled_food" return inst end STRINGS.NAMES.POUTINE = "Poutine" -- Randomizes the inspection line upon inspection. STRINGS.CHARACTERS.GENERIC.DESCRIBE.POUTINE = { "A hearty, heart stopping meal!", "Wouldn't this block your arteries?", "It tastes funny.", } return Prefab( "common/inventory/poutine", fn, assets ) Edited February 10, 2016 by DextersComicLaboratory Link to comment Share on other sites More sharing options...
zUsername Posted February 10, 2016 Share Posted February 10, 2016 You mising AddNetwork(). Try to put this code after local anim = inst.entity:AddAnimState() inst.entity:AddNetwork() Link to comment Share on other sites More sharing options...
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