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  2. Iron season (which is 10 cycles)
  3. We have no idea if Ant Chovies will return, as their removal was intentional, but I'd kill to see them return. Maybe they're what Wurt's gotta hold as her pet? Could be up to debate. The use of the word inker almost confirms we're getting a new Octopus or Squid creature. I'm almost hoping it's not a boss, I want more neutral or hostile ocean mobs that can relate to Squids sometime soon, though. I do think this is the fishing update, too! The unfinished nets, the unadded fishing rod code, all those treats.
  4. Very late Malbatross picture
  5. Hmmm, how does this work to deal that much damage? Short fuse and 2 Dominance means each Erupt deals 5 damage, so 3 of them will deal 15, which is very good for free damage, but a far cry from 30. What am I missing?


    So I decided to look up "John Dee and Dagon" on google images and came across this link(since rereading JoeW's post gave me some interesting thoughts).


  7. Maxwell Memes: The Sequel

    Wolfgang, Pugna, Pig King, Boarilla, Pipton- Bring on the bara
  8. It’s actually fairly easy to make a small one, but it’s going to be difficult to scale it up. Step one is the boiler proper, which is pretty easy: just put oil near lava. Eventually you get sour gas and igneous rock. Next step is to cool it. Easiest way to do that without messing with super coolant or chains of thermo-regulators is to pump it into the same room as an AETN. Then pump the liquid methane into another room, pass the incoming sour gas through with radiant pipes, and put in a pump to collect the natural gas. The bigger the heat exchanger, the more efficient the system will be, but you can cheat a little bit by just running the pipes right next to each other. Won’t be a great heat exchanger, but it will be one that doubles as a hallway. If you don’t have AETNs (oassise map) or don’t have lava (frozen core and no volcanoes uncovered) then you’re gonna have to find an alternative.
  9. Today
  10. I'm throwing in the towel on this one, but I'm sure it's something minor that I'm managing to overlook somehow... I've created a fueled machine which is supposed to accept a custom fuel type. Currently, this can be either a new custom item which provides a large amount of fuel, or plain Honey, which adds a small amount but is more readily accessible. The custom fuel is working perfectly as intended. However, the machine simply will not accept Honey as fuel, despite me adding the fueled component to Honey via AddPrefabPostInit and setting the fuel type accordingly. I've pulled out some of the relevant code snippets below: Fueled machine main prefab function local function fn(Sim) local inst = CreateEntity() local modnameFancy = "Pandora" local modnameActual = KnownModIndex:GetModActualName(modnameFancy) local craftrate if modnameActual == nil then print(string.format("Mod '%s' not found", modnameFancy)) craftrate = GUMMIMAKER_MAKE_RATE else craftrate = GetModConfigData("gummirate", modnameActual) end inst.entity:AddNetwork() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.AnimState:SetBank("gummimaker") inst.AnimState:SetBuild("gummimaker") MakeObstaclePhysics(inst, .4) inst:AddTag("structure") inst:AddTag("fridge") inst.entity:SetPristine() if not TheWorld.ismastersim then inst:DoTaskInTime(0.1, function(inst) inst.replica.container:WidgetSetup("treasurechest") end) return inst end inst:AddComponent("lootdropper") inst:AddComponent("machine") inst.components.machine.turnonfn = TurnOn inst.components.machine.turnofffn = TurnOff inst.components.machine.caninteractfn = CanInteract inst.components.machine.cooldowntime = 0.5 inst:AddComponent("container") inst.components.container:WidgetSetup("treasurechest") inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.SWEETDREAM inst.components.fueled.maxfuel = GUMMIMAKER_FUEL_MAX inst.components.fueled.accepting = true inst.components.fueled:SetSections(4) inst.components.fueled:SetDepletedFn(OnFuelEmpty) inst.components.fueled:SetTakeFuelFn(ontakefuelfn) inst.components.fueled:InitializeFuelLevel(GUMMIMAKER_FUEL_MAX/2) inst.components.fueled:StartConsuming() inst:AddComponent("inspectable") inst.components.inspectable.getstatus = getstatus inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(4) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) -- Set the amount of time it takes to create a gummi inst.craftrate = TUNING.TOTAL_DAY_TIME / craftrate inst:ListenForEvent("onbuilt", onbuilt) return inst end Working Custom Fuel local assets = { Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/dreamfuel.xml"), Asset("IMAGE", "images/inventoryimages/dreamfuel.tex"), } local prefabs = {} local function takenap(inst, time) if inst:HasTag("player") then inst:PushEvent("yawn", { grogginess = 4, knockoutduration = time + math.random() }) elseif inst.components.sleeper ~= nil then inst.components.sleeper:AddSleepiness(7, time + math.random()) elseif inst.components.grogginess ~= nil then inst.components.grogginess:AddGrogginess(4, time + math.random()) else ins:PushEvent("knockedout") end end local function oneat(inst, eater) eater:DoTaskInTime(0.5, function() takenap(eater, TUNING.MANDRAKE_SLEEP_TIME*2) end) end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("dreamfuel") inst.AnimState:SetBuild("dreamfuel") inst.AnimState:PlayAnimation("idle", true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("edible") inst.components.edible.healthvalue = 0 inst.components.edible.hungervalue = 0 inst.components.edible.sanityvalue = TUNING.SANITY_SMALL inst.components.edible.foodtype = FOODTYPE.GENERIC inst.components.edible:SetOnEatenFn(oneat) inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM inst:AddComponent("inspectable") inst:AddComponent("fuel") inst.components.fuel.fueltype = FUELTYPE.SWEETDREAM inst.components.fuel.fuelvalue = TUNING.LARGE_FUEL * 2 print("Whipped Dream fuel type: "..FUELTYPE.SWEETDREAM) MakeHauntableLaunch(inst) inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/dreamfuel.xml" return inst end return Prefab("dreamfuel", fn, assets) AddPrefabPostInit in modmain.lua -- Allow honey to be used as fuel for the Confectionary Station -- Also define new fuel here GLOBAL.FUELTYPE.SWEETDREAM = "SWEETDREAM" AddPrefabPostInit("honey", function(inst) --inst:AddTag(GLOBAL.FUELTYPE.SWEETDREAM.."_fuel") if not GLOBAL.TheWorld.ismastersim then return end --print("Attempting to add fuel component to honey") inst:AddComponent("fuel") inst.components.fuel.fueltype = GLOBAL.FUELTYPE.SWEETDREAM inst.components.fuel.fuelvalue = GLOBAL.TUNING.MED_FUEL --print("Fuel type added: "..inst.components.fuel.fueltype) end) It seems like the component is being added to Honey and the right fuel type is being verified with that last print statement, but it's still not being accepted as valid fuel for the machine. I don't think I'm doing anything differently here from the custom fuel item, so I have no idea where the hangup is! My only other guess was that adding fuel isn't registering as a valid action in componentactions.lua, which seems to check for a matching tag, but adding that in manually didn't work out either. From componentactions.lua for k, v in pairs(FUELTYPE) do if inst:HasTag(v.."_fuel") then if target:HasTag(v.."_fueled") then table.insert(actions, inst:GetIsWet() and ACTIONS.ADDWETFUEL or ACTIONS.ADDFUEL) end return end end So... I'm stumped. Anyone have any insight? I've attached my modmain.lua and relevant prefab files if you need to see the big picture. modmain.lua dreamfuel.lua gummimaker.lua
  11. Maxwell Memes: The Sequel

    He smell leik fish.
  12. Okay, I'm for sure this will be the eyebrella skin. I want it to be official by the devs...
  13. SHe is fat and cant do it in 33 seconds, make her run on a treadmill for acouple days to lighten her up and then get her speed up to the challenge please
  14. Pretty sure you can summon Abigail by killing things from inventory. So carrying rabbits and birds around works. Need to feed them though.
  15. The swamp

    they are in caves too, and those wont burn. i go to the swamp often its not my fault it generated between my base and the pig king
  16. The swamp

    Does anyone know if reeds are affected by world regrowth mechanic? Like if all the reeds were burned during summer, would they eventually spawn in new locations? I can see it being a problem to base in the swamp if the reeds are just going to burn in summer and if they aren't renewable.
  17. Count to 200 without interruption

  18. First thing Abyssal makes me think of is Hutch and Depths Worms. I wonder if it'll be a Halloween skin.
  19. Maxwell Memes: The Sequel

    I'm greatly disturbed by this image, how dare you post something so controversial? I mean...
  20. A new character, Wurt. Now that sounds like a weird name-
  21. Ao iniciar uma partida via "tentar novamente", o personagem congela e não sai do lugar. Ocorre tambem durante o respawn, mas com menor frequencia.
  22. Ye when I started I thought that too. Took me three games after I unlocked them to give them a shot, and I found out how stupid strong they actually are. On a side note, you dont need to upgrade every single erupt to Pale. Every evoked erupt procs off each other, so you only really need one and the rest be boosted for even more stupid good damage.
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