eXiGe

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About eXiGe

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  1. zoom

    TheFocalPoint.components.focalpoint.StartFocusSource = function() end Took a little digging, but found this is enough to do away with all focalpoint camera offset non-sense.
  2. Mod Won't Upload

    C:\Users\%username%\AppData\Local\Don't Starve Mod Uploader\ModUploader.log Log file might help you find out what is causing the issue.
  3. AddPrefabPostInit("disease_puff", function(inst) print("TEST") end) Might work for you.
  4. This was a bug that was fixed on the release branch. The fix hasn't made its way to the beta branch yet.
  5. Eh, maybe I will after all the content updates slow down. Everything seems to get buried at the moment.
  6. Was changed a few months ago.
  7. Yes. Spawn a treeguard and set yourself to 0 sanity, your minions will run away from both the treeguard and the nightmares. Add the fix and your minions won't run away from nightmares anymore and will only run from neutral / hostile mobs that have a target. We ran into this issue when trying to combo wood farm with max and woodie. The plan was for max to wear the bone helm to counter beaver's excessive sanity drain.
  8. local function ShowProduct(inst) if not inst:HasTag("burnt") then local product = inst.components.stewer.product local recipe = cooking.GetRecipe(inst.prefab, product) if recipe ~= nil then product = recipe.basename or product if recipe.spice ~= nil then inst.AnimState:OverrideSymbol("swap_plate", "plate_food", "plate") inst.AnimState:OverrideSymbol("swap_garnish", "spices", string.lower(recipe.spice)) else inst.AnimState:ClearOverrideSymbol("swap_plate") inst.AnimState:ClearOverrideSymbol("swap_garnish") end else inst.AnimState:ClearOverrideSymbol("swap_plate") inst.AnimState:ClearOverrideSymbol("swap_garnish") end if IsModCookingProduct(inst.prefab, inst.components.stewer.product) then --if IsModCookingProduct(inst.prefab, product) then inst.AnimState:OverrideSymbol("swap_cooked", product, product) else inst.AnimState:OverrideSymbol("swap_cooked", "cook_pot_food", product) end end end IsModCookingProduct should receive the spiced product name prefabs/portablespicer line 129 with the suggested fix
  9. Currently runs away from any hostile creature / monster and any shadow creature with a target local function ShouldRunAway(target) return not (target.components.health ~= nil and target.components.health:IsDead()) and (not target:HasTag("shadowcreature") or (target.components.combat ~= nil and target.components.combat:HasTarget())) end Switching the "or" to "and" means shadow minions shouldn't run away from any shadow creature or any hostile creature / monster without a target local function ShouldRunAway(target) return not (target.components.health ~= nil and target.components.health:IsDead()) and not target:HasTag("shadowcreature") and (target.components.combat ~= nil and target.components.combat:HasTarget()) end shadowwaxwellbrain.lua line 112
  10. 2 of my favorites from Wolfgang. BERRYBUSH_JUICY = { BARREN = "I need to poop on it to make juicy again.", LICHEN = "I'm lichen this!",
  11. ThePlayer:DoPeriodicTask(1, function() print("Control "..tostring(TheInput:IsControlPressed(CONTROL_MOVE_RIGHT))) print("Key "..tostring(TheInput:IsKeyDown(KEY_D))) end) When holding down a key, D in this case, and alt-tabbing from the game, both key and control will continue to hold as expected. Once returning to the game, the control will be released, whereas the key will remain stuck on.
  12. FPS Starts at 60, Then drops to 30

    This is a Windows issue that was finally resolved in a recent Windows update. https://support.microsoft.com/en-us/help/4074588/windows-10-update-kb4074588 Specifically: Addresses issue where, in certain hardware configurations, the frame rates of DirectX Games were unintentionally limited to a factor of the display's vertical synchronization.
  13. FPS troubleshooting

    This is a Windows issue that was finally resolved in a recent Windows update. https://support.microsoft.com/en-us/help/4074588/windows-10-update-kb4074588 Specifically: Addresses issue where, in certain hardware configurations, the frame rates of DirectX Games were unintentionally limited to a factor of the display's vertical synchronization.