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How to turn off disease and grass gekkos?


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Hi I was wondering if there's a way to turn off disease and grass gekkos without starting a new world? Ever since Klei released the A New Reign update into the game, I noticed disease was turned on and gekkos too. Is there anyway to turn them off mid-game?

Thanks.

9 minutes ago, Botaxalim said:

You cant change mid game as far as i know

I wouldn't be so quick to dismiss this. Honestly, I'd be more surprised if there wasn't a way to change disease and grass geckos after a world was made. I'm just waiting for a developer or one of the many other lua wizards here to chime in on this.

I hope they will add some sort of alchemy desk where you can create potions for curing the disease from plants. The grass gekkos are useful because you will not have to bother anymore for picking grass, you will only have to scare them and boom, you got your grass.

7 hours ago, Sinister_Fang said:

I wouldn't be so quick to dismiss this. Honestly, I'd be more surprised if there wasn't a way to change disease and grass geckos after a world was made. I'm just waiting for a developer or one of the many other lua wizards here to chime in on this.

Same here, I really wish there was a solution to this. I don't want to start up a new world just so I can get rid of disease because Klei's recent update made my world which had disease turned off, have it.

I recently messaged Mobbstar about modding the grass gekko out and he said the easiest way is just to select the newly spawned gekko and use: 
AddPrefabPostInit("gecko",function(inst) inst:Remove() end)

 

You could try to add a mod in that has a disease cure or prevention and use that. Similar to this: http://steamcommunity.com/sharedfiles/filedetails/?id=681762611

I can understand why you'd want to turn off the disease, but why the geckos?  They harm nothing and are a source of grass during the non-growing winter and the withered summer (and are adorable).  In fact, I just barely had a winter where I had to travel over to them every couple days for grass. Without those guys I wouldn't have had rope for replacement log suits and spears when the hounds attacked.

But, it's your game.  (shrug)

...Notorious

32 minutes ago, CaptainChaotica said:

I can understand why you'd want to turn off the disease, but why the geckos?  They harm nothing and are a source of grass during the non-growing winter and the withered summer (and are adorable).  In fact, I just barely had a winter where I had to travel over to them every couple days for grass. Without those guys I wouldn't have had rope for replacement log suits and spears when the hounds attacked.

But, it's your game.  (shrug)

...Notorious

I personally find them annoying, and I don't need more entities in the game on my 15 slot dedicated server that usually full. Also there's always grass everywhere on the floor. I'd rather pick my own grass with the mod Quick Pick on.

On 10/27/2016 at 11:58 AM, mrxarous said:

I recently messaged Mobbstar about modding the grass gekko out and he said the easiest way is just to select the newly spawned gekko and use: 
AddPrefabPostInit("gecko",function(inst) inst:Remove() end)

 

You could try to add a mod in that has a disease cure or prevention and use that. Similar to this: http://steamcommunity.com/sharedfiles/filedetails/?id=681762611

I forgot to tell you that, that command doesn't work and that the Disease B Gone mod causes a crash right now.

http://dontstarve.wikia.com/wiki/Console/Don't_Starve_Together_Commands

 

Deleting item under mouse (if you are hosting the game) :

TheInput:GetWorldEntityUnderMouse():Remove()

In you are on a dedicated server (your case no ?)

 

c_select() c_sel():Remove()

Put your mouse on the grass gecko, enter the command.

11 minutes ago, Lumina said:

http://dontstarve.wikia.com/wiki/Console/Don't_Starve_Together_Commands

 

Deleting item under mouse (if you are hosting the game) :


TheInput:GetWorldEntityUnderMouse():Remove()

In you are on a dedicated server (your case no ?)

 


c_select() c_sel():Remove()

Put your mouse on the grass gecko, enter the command.

This only solves half of the problem though. Grass geckos will still pop up and cause them to need to replace the grass.

8 minutes ago, Sinister_Fang said:

This only solves half of the problem though. Grass geckos will still pop up and cause them to need to replace the grass.

Yeah, but the last post was "that command doesn't work", and all i can do is giving the correct command. I can't solve the others issues, and don't know if it's possible.

local modmastersim = GLOBAL.TheNet:GetIsMasterSimulation()

local SpawnPrefab = GLOBAL.SpawnPrefab
local TUNING = GLOBAL.TUNING

-- no more grass morphing
TUNING.GRASSGEKKO_MORPH_CHANCE = 0

-- no more disease appearing
TUNING.DISEASE_CHANCE = 0
TUNING.DISEASE_DELAY_TIME = 0
TUNING.DISEASE_DELAY_TIME_VARIANCE = 0

if modmastersim then
	-- gekkos into grass
	local function TurnIntoGrass(inst)
		local x, y, z = inst.Transform:GetWorldPosition()
		local grass = SpawnPrefab("grass")
		grass.Transform:SetPosition(x, y, z)
		inst:Remove()
	end
	local function DelaySwap(inst)
		inst:DoTaskInTime(0, TurnIntoGrass)
	end
	AddPrefabPostInit("grassgekko", DelaySwap)

	-- cure stuff if there is something diseased
	local function TurnIntoNormal(inst)
		local x, y, z = inst.Transform:GetWorldPosition()
		local normal = SpawnPrefab(inst.prefab)
		normal.Transform:SetPosition(x, y, z)
		inst:Remove()
	end
	local function DelayCure(self)
		if self:IsDiseased() or self:IsBecomingDiseased() then
			self.inst:DoTaskInTime(0, TurnIntoNormal)
		end
	end
	AddComponentPostInit("diseaseable", DelayCure)
end

 

4 minutes ago, DarkXero said:

local modmastersim = GLOBAL.TheNet:GetIsMasterSimulation()

local SpawnPrefab = GLOBAL.SpawnPrefab
local TUNING = GLOBAL.TUNING

-- no more grass morphing
TUNING.GRASSGEKKO_MORPH_CHANCE = 0

-- no more disease appearing
TUNING.DISEASE_CHANCE = 2
TUNING.DISEASE_DELAY_TIME = 0

if modmastersim then
	-- gekkos into grass
	local function TurnIntoGrass(inst)
		local x, y, z = inst.Transform:GetWorldPosition()
		local grass = SpawnPrefab("grass")
		grass.Transform:SetPosition(x, y, z)
		inst:Remove()
	end
	local function DelaySwap(inst)
		inst:DoTaskInTime(0, TurnIntoGrass)
	end
	AddPrefabPostInit("grassgekko", DelaySwap)

	-- cure stuff if there is something diseased
	local function TurnIntoNormal(inst)
		local x, y, z = inst.Transform:GetWorldPosition()
		local normal = SpawnPrefab(inst.prefab)
		normal.Transform:SetPosition(x, y, z)
		inst:Remove()
	end
	local function DelayCure(self)
		if self:IsDiseased() or self:IsBecomingDiseased() then
			self.inst:DoTaskInTime(0, TurnIntoNormal)
		end
	end
	AddComponentPostInit("diseaseable", DelayCure)
end

 

Would that go into the Modmain of a mod?

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