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  2. I hope you will resolve this issue in the next update. We need these items to make progress.
  3. Wurt

    Wurt is Wurt, duh.
  4. [Game Update] - 160

    Expect developers to resolve this issue.
  5. The Melon's Art Thread

    Second request: Mr Skitts as a Slickster.
  6. Preso no local

    Estava pulando nesta posição, subindo no brinquedo e fiquei preso, nao consigo sair de maneira alguma.
  7. The reason it doesn't show up in the inventory is probably simply because you need to add the assets for the inventory image in your lua. As for the ground texture, I think the problem is because the image you used doesn't have the same dimensions as the berry image. As you can see the original berry image is 256x128 and has 2 different textures on it (since the berries have a cooked version). Your image is 64x64. If you don't have a higher resolution of your texture you can simple resize the berry image down to 128x64, but it needs to stay the same aspect ratio. Simply take this image and replace the berries on the right with your new texture. If you won't have a cooked texture, you can either simply ignore the texture on the left or find a food item that doesn't have one and base it off of that. Also, your build should still be that of your new item, since you renamed it with the buildrenamer. Only the anim.bin needs to reference the berries since you're just borrowing the animations of the berries.
  8. Only a Maxwell could hold such power.
  9. Screenshot showcase

    It happened once more, but i was able to catch them in the middle of making it. Censored the name tho just incase.
  10. I used the anim & build for "berries". It is still invisible while in your inventory, but it does actually show up when dropped. The first image is the image I converted & the second image is what the item looks like when dropped. If you know how to fix the out-of-proportion-mushroom-problem thatd be great but im not even going to complain because 1: it actually works & 2: it actually looks kinda funny.
  11. Well,if you consider the fact that Maxwell has a Krampus costume and not a Wortox one. It would make more sense to Wortox have a Charlie costume instead.
  12. stuck in corner

    jumped in this corner and got stuck (during buddy mode)
  13. Hello everyone. I want to know if there is any mod that increase the cycle time of the game. I searched around and I didn't found anything related to this. I know the cycle is 600 seconds in total, which 525 is day time and 75 is night time. I'm asking this because I would like my dupes had more free time at the days end to eat or have some fun. Its possible to change it?
  14. ..... okay I waited long enough for someone to suggest this. Floating Ghostly Cookie Cutter Fish. Why? Because their face floating around in the air everywhere is the stuff of nightmares.
  15. I hope that is just a magmatic or something so there still may be a chance of a Maxtox thank goodness you saw what I had intended
  16. The current rollback mechanics only create singular restore points at the very start of a day. We just had a griefer show up at a base on an official dedicated server who deliberately waited until just before dawn to light the base on fire. Luckily the base happened to have an ice staff and several flingomatics but some damage had been done that could not be reversed since the rollback would not go far enough back to reverse the damage done. Similarly I've had situations where I have to repeat the entire day's actions because a rollback occured at the end of the day (this is less of an issue but since I'm posting this anyway I'll mention it). Having a singular restore point does not provide enough versatility to deal with griefers efficiently. I would recommend the following: 1. Add a restore point at the middle of the day, and retain all restore points up to the start of the previous day. Do not go further back than this to avoid abuse. 2. Have two options to roll back by a half day or full day, which can access the earlier restore points.
  17. It's fun to see so many voles at the same time, but I am not sure why you're even considering grooming the secondary stable. You can literally keep all of them on one tile (they don't get confined), and they will still lay an egg when they get to age 55 or so. Any eggs coming from the breeders is growing this population, not maintaining it, like you said. They're like pacu, born with enough calories to reproduce while glum & unfed.
  18. Old topic, but I think this is still an issue. I had a wild pacu eat continuously, 10g at a time, from a 200g full feeder (that was constantly refilled), and it didn't stop at 140g or anywhere. It only stopped when there was no more algae.
  19. Today
  20. Screenshot showcase

    to this day i still don't know which of the damn straight lines are the ones leading to Lunar Island XD Next up on Sanctuary - Oasis Base! And Some slaughtered Geese!
  21. So I've been trying to make a character that will spawn in a certain amount of ice everyday at the same time, and preserve perishable items while it's in their inventory. How would I go about doing this?
  22. I'm not very experienced with lua but other than missing the inventory texture in your assets everything looks right to me. If you send your anim zip i can take a look at it to see if there's a problem there. Edit: Since the anim.bin wasn't renamed or edited (just the atlas-0.tex and build.bin), you'll need to change this line to reference your original item's anim: Change "item" to whatever you're basing the item off of.
  23. i made a template.


    also design new characters for me maybe plan comic.






    classic fire from my college year



  24. The Conspiracy Pig

    They imprisoned the pig king within his Obelisk Cage because They knows that if his divine majesty moved even a single centimeter outside it, the energy he releases would be enough to destroy the constant and Them.
  25. local assets = { Asset("ANIM", "anim/"), } local prefabs = { "spoiled_food", } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("item") inst.AnimState:SetBuild("item") inst.AnimState:PlayAnimation("idle") MakeInventoryFloatable(inst) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst:AddComponent("edible") inst.components.edible.healthvalue = 7 inst.components.edible.hungervalue = 12.5 inst.components.edible.sanityvalue = 35 inst:AddComponent("perishable") inst.components.perishable:SetPerishTime(TUNING.PERISH_SUPERSLOW) inst.components.perishable:StartPerishing() inst.components.perishable.onperishreplacement = "spoiled_food" MakeHauntableLaunchAndPerish(inst) return inst end return Prefab("item", fn, assets, prefabs)
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