orlyx Posted January 22, 2018 Share Posted January 22, 2018 I still making my mods but now i have problem with invisible object i tried to solve this problem by 4 hours but my swap_animations and "craftings images" are still invisible "craftings images" Spoiler chemicals+.rar Link to comment Share on other sites More sharing options...
K1NGT1GER609 Posted January 23, 2018 Share Posted January 23, 2018 Not much to go by, go here to post your don't starve together mod problems (judging by the picture it has elements that don't starve doesn't have): https://forums.kleientertainment.com/forum/79-dont-starve-together-mods-and-tools/ For your item missing in your crafting tab you'd have to declare this diamond like so: local diamond= Ingredient( "diamond", 1 ) --you need to declare a mod item as a crafting item diamond.atlas = "images/inventoryimages/diamond.xml" --WARNING part of code is a guess but that diamond part is more or less how you add it local diamond_cutter_recipe = AddRecipe("diamond_cutter", { Ingredient("gears", 1), Ingredient("goldnugget", 8), diamond}, nil, TECH.SCIENCE_TWO, nil, nil, nil, nil, nil, "images/inventoryimages/diamond_cutter.xml") I can't guess for your swap animations cause there's not much to go by. Link to comment Share on other sites More sharing options...
K1NGT1GER609 Posted January 26, 2018 Share Posted January 26, 2018 Well theres a number of problems besides the swap animations being invisible. So i'll just give a idea more or less on what's missing and such: local function onequip(inst, owner) --reference owner.AnimState:OverrideSymbol("swap_object", "swap_diamond_cutter", "diamond_cutter") --here is the main problem the second argument is for the equip images(aka swap_item), the third argument however is where the build name from the scml file should be. local function fn(Sim) --reference local anim = inst.entity:AddAnimState() --reference inst.entity:AddNetwork() --this is missing makes the item tradable to other players and npcs if you want to anim:SetBank("diamond_cutter") --this one should be the build name in the scml anim:SetBuild("diamond_cutter") --this one should more or less remain the same as the prefab name inst:AddTag("sharp")--reference if not TheWorld.ismastersim then --used heavily in dst return inst end inst.entity:SetPristine() --idk what it does but it keeps a lot of the weird errors from poping up Last notes if it doesn't go through the build name in the scml is different than the scml's name. The build name is when you open spriter up and see the name under animations, there will be the name and a drop down with idle, build or something like that. I only checked the diamond cutter as some of the others aren't included (modmain wise) and well its your mod so your work. Link to comment Share on other sites More sharing options...
orlyx Posted January 27, 2018 Author Share Posted January 27, 2018 @K1NGT1GER609 ty Link to comment Share on other sites More sharing options...
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