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  2. I'm trying to give a character a growable beard, however I don't want it to effect their stats in any way other than giving them beard hairs and sanity. (I want to remove the beard's insulation). I am using "inst.components.beard.insulates = false" and "inst.components.beard.insulation_factor = 1". Neither seem to work at all. willow.lua
  3. Please make stone slabs renewable!!

    It would give the pickable component a time to wait before returning the slabs to a pickable state, except that they're deliberately set up in such a way that this function will never get called. I assume the function is still set so that the game doesn't fall apart if this does get called for some unknown reason.
  4. I mean, half of them sound like names for Cryptocurrency. Yeah, that isn't supported, oddly enough...
  5. Gonna say, I didn't even know half these existed. Wow.
  6. With an obsidian spear, you can get hands-free heat and light just from planting and killing a meat bulb. The spear'll start giving off light and heat when it's charged enough, and both of these things will still work when you unequip it.
  7. Drawings and Drivel

    Brought that one thing to a level of relative finish. And have been thinking about that "Who would be the traitor" thread and all the DRAMA and EMOTION Wilson gets aggressively manhandled by oversized shadow hands a lot.
  8. So I decided to give up on making Victor using the animation, mainly because I can't get Spriter to cooperate with me long enough to NOT completely screw everything up! But I'm still working on it.
  9. They aren't GIFs, they're APNGs, or Animated PNGs. And they're not Chrome exclusive, they work on most browsers, since the mainstream ones run off of Chromium anyways. So, you know, if you're cool like me and using a browser that ISN'T Internet Explorer or Netscape, you're good.
  10. Should it be Lazy Deserter instead of the auto-pickup?
  11. RoT wish-list

    Wouldn't this be good in the RoT wishlist in the RoT forums?
  12. image.png.a97144f33add4bb81b9bc0e1a72365b9.png

    Straight to the point. :wilson_ecstatic:

  13. DST Forum polls

    I've always loved these pictures with Wilson in a natural environment like this. Are there others?
  14. I won't dabble too much in this nonsense but DO keep in mind that: - Klei separated both games because they didn't wanna disrupt game balance for those who played SP (since a lot of things like fire are really different, nevermind some characters). -they designed SW and HAM in such a way that the singleplayer community could have more stuff like classic DS; a pretty harsh game balanced in such a way that a singleplayer could feel as a part of a breathing-living world. They didn't make HAM for dst because it was never meant for it. They made it oriented to singleplayer, just like the original DS. But apparently that's wrong, because we have a community of whiny fellas that don't really understand how much they actually get because they feel some things must be a certain, specific way. Gee, some of you guys make me feel like I'm in some sort of manchild kindergarten. Only thing this is missing is the completely ridiculous "Warbucks best char" resurrection plea.
  15. DST Forum polls

    You honor me so greatly with this poll You even turned where is base into a question... and to think i was one of the people who started spamming GenDisc with all these polls... I love how this has went. Words cannot express my pride rn, ughhhh Cheers to more polls!!!!
  16. Hi Is it me that do really care about in-game music, or a shared thought, but I think they should really add more musics, and get a bigger soundtrack. I do like the fact that ambiant music is changing depending on your zoom and location, but I mean, even I like actual tracks, we're spending so much time into ONI that I would love to have a bigger track list... This topic just to gather opinion, if no one care, of if I'm supported Have a nice day everyone ! PS : the default zoom music makes me feel I'm in Besaid Island...
  17. 1- Deerclops doesn't DE-Aggro from the Player / Players. 2- Ancient Fuel Weaver is immune to gunpowder. 3- Spread but lessens the amount of food on the map. 4- Remove the Instant kill boat bug. 5- Guide Book In-Game to help new players get to winter. ( you would be surprised with how many people that die in the first 20 days ). 6- La-.-*(g||\\]}. 7- Fighting improvements. 8- eating animations, seriously you can't just shove a Dragon pie straight down your throat, i tried it. 9- " Danger " or " Cruel " style of worlds, where traps and such affect the players, and Griefing is allowed, with people claiming lands as their own and fighting it out, ( not just PVP, Cause PVP in DST basically relies on Luck ) 10- Umbrella : a structure that can be placed, lowers the players temp. and has durability. 11- Lunar Boss ? 12- ~~re-skins ?~~ ( not generally skin for items and such, but re-draw of some of the old classic items ? 13- a new mob after day 250, that comes in waves to replace hounds, or to come with them. 14- Separate " darts " from their ammo, Dart : 4-5 reeds, ammo for Darts : stinger and according feather. ( darts have higher durability than 1 or no durability ) 15- " that's not how you use a spear " 16- Level system with rewards, XP and such shenanigans. 17- make Beefalos travel around ( Savannah, grass lands and forests ) 18- make more use of Volx goats, they sometimes go un-noticed or not used. due to their 'Home' moving. 19- Boat attaches ( Please, i want to be captain sparrow, with a huge ship and some wes slaves as pirates. 20- make a use of pengulls :/, they are cute, but go useless throughout winter. 21- Nerf Wes. [ Feel free to share your ideas in the comments, just reasonable ones. xD ] oh last thing, this is a wish-list and my opinion and my ideas and im not 'demanding' anything, i think RoT is a great update and im excited to see the end result. so, let's not turn this comment section into WW3 simulator.
  18. Showcase for Boats

    Oh hey, I didn't see this here. Want to see my Maxwell galleon? No? I didn't ask you if you didn't want to. It ain't exactly a flashy boat, or decorated one, but it had Maxwells on it.
  19. There's also a command to drag specific people over, and also one for yoinking over everyone in the server. I'll see if I can find it, but the Lazy deserter is actually a brilliant idea. I hadn't considered that one yet.
  20. deleted account

    I did this research on the second page for you because this is very common.
  21. Please make stone slabs renewable!!

    I'm curious what this line of code does in the rock_flippable.lua file: local function getregentimefn(inst) if inst.components.pickable then local num_cycles_passed = math.min(inst.components.pickable.max_cycles - inst.components.pickable.cycles_left, 0) return TUNING.FLIPPABLE_ROCK_REPOPULATE_TIME + TUNING.FLIPPABLE_ROCK_REPOPULATE_INCREASE * num_cycles_passed + math.random() * TUNING.FLIPPABLE_ROCK_REPOPULATE_VARIANCE else return TUNING.FLIPPABLE_ROCK_REPOPULATE_TIME end end Maybe the game repopulates flippable rocks if they're broken? Or maybe it does nothing?
  22. Today
  23. Wes-a-week™

    Hey thanks man, me too Can't wait to see where this goes! Oh yeah, I just might do that and post it in here! And thanks man, means a lot
  24. Hi, I have a code for my hat (from hat example mod): local assets= { Asset("ANIM", "anim/hat_bee_bw.zip"), Asset("ANIM", "anim/hat_bee_bw_swap.zip"), Asset("ATLAS", "images/inventoryimages/hat_bee_bw.xml"), Asset("IMAGE", "images/inventoryimages/hat_bee_bw.tex"), } local prefabs = { } local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "hat_bee_bw_swap", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR") print('A') if owner:HasTag("player") then print('B') owner.AnimState:Hide("HEAD") owner.AnimState:Show("HEAD_HAIR") end end local function OnUnequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAIR") end end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("hat_bee_bw") anim:SetBuild("hat_bee_bw") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "hat_bee_bw" inst.components.inventoryitem.atlasname = "images/inventoryimages/hat_bee_bw.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) inst:AddComponent("inspectable") inst:AddComponent("tradable") return inst end return Prefab("common/inventory/hat_bee_bw", fn, assets, prefabs) And I would like to add this perk to it: local function disguise_onequip(inst, owner) setOpenTop(inst, owner) inst.monster = owner:HasTag("monster") owner:RemoveTag("monster") end local function disguise_unequip(inst, owner) hideHat(inst, owner) if inst.monster then inst.monster = nil owner:AddTag("monster") end end local function disguise() local inst = simple() inst:AddTag("disguise") inst.components.equippable:SetOnEquip( disguise_onequip ) inst.components.equippable:SetOnUnequip( disguise_unequip ) inst.opentop = true return inst end And this perk: local function pith() local inst = simple() inst.components.equippable.dapperness = TUNING.DAPPERNESS_SMALL inst:AddComponent("fueled") inst.components.fueled.fueltype = "USAGE" inst.components.fueled:InitializeFuelLevel(TUNING.PITHHAT_PERISHTIME) inst.components.fueled:SetDepletedFn(generic_perish) --inst.components.equippable.walkspeedmult = 0.1 --inst:AddComponent("armor") --inst.components.armor:InitCondition(TUNING.ARMOR_PITHHAT, TUNING.ARMOR_PITHHAT_ABSORPTION) --inst.components.armor:SetTags({"antmask"}) inst:AddTag("venting") inst:AddTag("fogproof") inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_MED) return inst end The problem is, I can not paste it to the mod prefab and make it work. How should the script look to give the hat mod those two perks? Please, help. Ok, I added the Shamlet Mask perk, the code looks like that now: local assets= { Asset("ANIM", "anim/hat_bee_bw.zip"), Asset("ANIM", "anim/hat_bee_bw_swap.zip"), Asset("ATLAS", "images/inventoryimages/hat_bee_bw.xml"), Asset("IMAGE", "images/inventoryimages/hat_bee_bw.tex"), } local prefabs = { } local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "hat_bee_bw_swap", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR") inst.monster = owner:HasTag("monster") owner:RemoveTag("monster") print('A') if owner:HasTag("player") then print('B') owner.AnimState:Hide("HEAD") owner.AnimState:Show("HEAD_HAIR") end end local function OnUnequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if inst.monster then inst.monster = nil owner:AddTag("monster") end if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAIR") end end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("hat_bee_bw") anim:SetBuild("hat_bee_bw") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "hat_bee_bw" inst.components.inventoryitem.atlasname = "images/inventoryimages/hat_bee_bw.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) inst:AddComponent("inspectable") inst:AddComponent("tradable") return inst end return Prefab("common/inventory/hat_bee_bw", fn, assets, prefabs)
  25. Leek-leech. Could be an ocean mob?
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