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    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

Yakuzashi

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About Yakuzashi

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  1. I know nothing about coding but you might find it useful. There is machine in game called Ice Flingomatic and it's prefab name is "firesuppressor" so you can find there something.
  2. I have fixed it. I can't explain why Spriter doesn't save changes and show them in game, but I have simple solution for this problem. You just have to open you .png files in exported folders and move them around. Then just save files and open game, make some corrections and repeat this until success. woofer-fixed.zip
  3. Place whole mod folder. I can check everything in my spare time.
  4. Start with this. Then you can check out wolfgang.lua (Steam DST==> data->databundles.zip->scripts->prefabs).
  5. @__IvoCZE__ I have tried to help you and you just deleted whole topic. You had broken my heart.
  6. Hello. I have tried to make followers based on Maxwell's copies. Game doesn't crash. My followers after spawn are just idle. They can die but won't move or act in any way. I coppied maxwell's copies SG and brain so it is not problem. I also modified character and creature prefab files, so they could be troublemakers. I will appreciate every help. Character local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = { "shadow_despawn", "statue_transition_2", } -- Custom starting items local start_inv = { } -------------GRUNTS local function squadleader(inst) if inst.components.leader then for k,v in pairs(inst.grunts) do if v:IsValid() then if v.components.follower then inst.components.leader:AddFollower(v, true) end else inst.grunts[k] = nil end end end end local function DoEffects(pet) local x, y, z = pet.Transform:GetWorldPosition() SpawnPrefab("shadow_despawn").Transform:SetPosition(x, y, z) SpawnPrefab("statue_transition_2").Transform:SetPosition(x, y, z) end local function KillPet(pet) pet.components.health:Kill() end local function OnSpawnPet(inst, pet) if pet:HasTag("grunt") then pet:DoTaskInTime(0, DoEffects) if not (inst.components.health:IsDead() or inst:HasTag("playerghost")) then inst.components.sanity:AddSanityPenalty(pet, TUNING.SHADOWWAXWELL_SANITY_PENALTY[string.upper(pet.prefab)]) inst:ListenForEvent("onremove", inst._onpetlost, pet) elseif pet._killtask == nil then pet._killtask = pet:DoTaskInTime(math.random(), KillPet) end elseif inst._OnSpawnPet ~= nil then inst:_OnSpawnPet(pet) end end local function OnDespawnPet(inst, pet) if pet:HasTag("grunt") then DoEffects(pet) pet:Remove() elseif inst._OnDespawnPet ~= nil then inst:_OnDespawnPet(pet) end end local function OnDeath(inst) for k, v in pairs(inst.components.petleash:GetPets()) do if v:HasTag("grunt") and v._killtask == nil then v._killtask = v:DoTaskInTime(math.random(), KillPet) end end end -------------------------- -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "taern_speed_mod", 1.4) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "taern_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "taern.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wolfgang" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(200) inst.components.sanity:SetMax(200) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.5 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.65 * TUNING.WILSON_HUNGER_RATE -----GRUNTS inst:AddComponent("petleash") inst.components.petleash:SetOnSpawnFn(OnSpawnPet) inst.components.petleash:SetOnDespawnFn(OnDespawnPet) inst.components.petleash:SetMaxPets(3) --Campfire made by K1NGT1GER609 <- this guy is amazing ! local function fireheal(inst) local x,y,z = inst.Transform:GetWorldPosition() local max_rad = 3 --you have to be close to heal from the fire local ents = TheSim:FindEntities(x,y,z, max_rad, nil, nil, {"campfire"}) --only look for campfires not forest fires for k,v in pairs(ents) do inst.components.health:DoDelta(1,1) --heal 1 end end inst:DoPeriodicTask(0.5, fireheal, nil, inst) --do the heal every 2 seconds inst.OnLoad = onload inst.OnNewSpawn = onload return inst end return MakePlayerCharacter("taern", prefabs, assets, common_postinit, master_postinit, start_inv) Creature require "brains/shadowwaxwellbrain" require "stategraphs/SGshadowwaxwell" local assets = { Asset("ANIM", "anim/swap_pickaxe.zip"), Asset("ANIM", "anim/swap_axe.zip"), Asset("ANIM", "anim/swap_nightmaresword.zip"), } local prefabs = { "shadow_despawn", "statue_transition_2", "nightmarefuel", } local brain = require "brains/shadowwaxwellbrain" local stategraph = require "stategraphs/SGshadowwaxwell" local function linktoplayer(inst, player) -- inst.components.lootdropper:SetLoot(LOOT) inst.persists = false inst._playerlink = player player.grunt = inst player.components.leader:AddFollower(inst) for k, v in pairs(player.grunt) do k:Refresh() end player:ListenForEvent("onremove", unlink, inst) end local function OnAttacked(inst, data) if inst.components.follower.leader == data.attacker then if data.attacker.components.petleash ~= nil and data.attacker.components.petleash:IsPet(inst) then if inst.components.lootdropper == nil then inst:AddComponent("lootdropper") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel", inst:GetPosition()) data.attacker.components.petleash:DespawnPet(inst) elseif data.attacker.components.combat ~= nil then inst.components.combat:SuggestTarget(data.attacker) end end end local function retargetfn(inst) --Find things attacking leader local leader = inst.components.follower:GetLeader() return leader ~= nil and FindEntity( leader, TUNING.SHADOWWAXWELL_TARGET_DIST, function(guy) return guy ~= inst and (guy.components.combat:TargetIs(leader) or guy.components.combat:TargetIs(inst)) and inst.components.combat:CanTarget(guy) end, { "_combat" }, -- see entityreplica.lua { "playerghost", "INLIMBO" } ) or nil end local function keeptargetfn(inst, target) --Is your leader nearby and your target not dead? Stay on it. --Match KEEP_WORKING_DIST in brain return inst.components.follower:IsNearLeader(14) and inst.components.combat:CanTarget(target) end local function spearfn(inst) inst.components.health:SetMaxHealth(100) inst.components.health:StartRegen(TUNING.SHADOWWAXWELL_HEALTH_REGEN, TUNING.SHADOWWAXWELL_HEALTH_REGEN_PERIOD) inst.components.combat:SetDefaultDamage(50) inst.components.combat:SetAttackPeriod(TUNING.SHADOWWAXWELL_ATTACK_PERIOD) inst.components.combat:SetRetargetFunction(2, retargetfn) --Look for target. inst.components.combat:SetKeepTargetFunction(keeptargetfn) --Keep attacking while leader is near. return inst end local function nodebrisdmg(inst, amount, overtime, cause, ignore_invincible, afflicter, ignore_absorb) return afflicter ~= nil and afflicter:HasTag("quakedebris") end local function NoHoles(pt) return not TheWorld.Map:IsPointNearHole(pt) end local function onbuilt(inst, builder) local theta = math.random() * 2 * PI local pt = builder:GetPosition() local radius = math.random(3, 6) local offset = FindWalkableOffset(pt, theta, radius, 12, true, true, NoHoles) if offset ~= nil then pt.x = pt.x + offset.x pt.z = pt.z + offset.z end builder.components.petleash:SpawnPetAt(pt.x, 0, pt.z, inst.pettype) inst:Remove() end local function MakeBuilder(prefab) --These shadows are summoned this way because petleash needs to --be the component that summons the pets, not the builder. local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst:AddTag("CLASSIFIED") --[[Non-networked entity]] inst.persists = false --Auto-remove if not spawned by builder inst:DoTaskInTime(0, inst.Remove) if not TheWorld.ismastersim then return inst end inst.pettype = prefab inst.OnBuiltFn = onbuilt return inst end return Prefab(prefab.."_builder", fn, nil, { prefab }) end local function MakeMinion(prefab, tool, hat, master_postinit) local assets = { Asset("ANIM", "anim/taern.zip"), Asset("SOUND", "sound/maxwell.fsb"), Asset("ANIM", "anim/"..tool..".zip"), } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeGhostPhysics(inst, 1, 0.5) inst.Transform:SetFourFaced(inst) inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("taern") inst.AnimState:PlayAnimation("idle") -- inst.AnimState:SetMultColour(0, 0, 0, .5) if tool ~= nil then inst.AnimState:OverrideSymbol("swap_object", tool, tool) inst.AnimState:Hide("ARM_normal") else inst.AnimState:Hide("ARM_carry") end if hat ~= nil then inst.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat") inst.AnimState:Hide("HAIR_NOHAT") inst.AnimState:Hide("HAIR") else inst.AnimState:Hide("HAT") inst.AnimState:Hide("HAIR_HAT") end inst:AddTag("scarytoprey") inst:AddTag("grunt") inst:AddTag("NOBLOCK") inst:SetPrefabNameOverride("grunt") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = TUNING.SHADOWWAXWELL_SPEED inst.components.locomotor.pathcaps = { ignorecreep = true } inst.components.locomotor:SetSlowMultiplier(.6) inst:AddComponent("health") inst.components.health:SetMaxHealth(1) inst.components.health.nofadeout = true inst.components.health.redirect = nodebrisdmg inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "torso" inst.components.combat:SetRange(2) inst:AddComponent("follower") inst.components.follower:KeepLeaderOnAttacked() inst.components.follower.keepdeadleader = true --inst:SetBrain("shadowwaxwellbrain") inst:SetBrain(brain) inst:SetStateGraph("SGshadowwaxwell") inst:ListenForEvent("attacked", OnAttacked) ---- inst.LinkToPlayer = linktoplayer -- inst:ListenForEvent("onbuilt", OnBuilt) ---inst:DoTaskInTime(0.1, function() if inst.components.follower and not inst.components.follower.leader then inst:Remove() end end) if master_postinit ~= nil then master_postinit(inst) end return inst end return Prefab(prefab, fn, assets, prefabs) end return MakeMinion("grunt", "swap_spear", nil, spearfn), MakeBuilder("grunt") followers.zip
  7. Missing icon

    This occured in log, but I put .xml file into inventoryimages folder so I don't know what is going on. client_log.txt
  8. Yep, you are right. I saw character mod (on this site and on Steam too) similar to Webber, but he controlled bees. He is named Ozzy the Buzzy. Look into code and figure out something.
  9. Hi everyone ! I have came across something really annoying and I don't know how to fix it. I think that I tried everything in this case, but if I am wrong and I just overlooked something...well...execute me at the dawn. So, in my mod I created item that is ingredient for other custom items. Generally it's fine, I can see this item (star) on the ground and in my inventory and containers, but one main issue is that I can't see it in crafting tab. All what I see is just name of it (when I move my mouse there) on a empty icon field. If someone here knows the solution or met something like this before let me know. Info: - modmain.lua --STAR Data GLOBAL.STRINGS.NAMES.STAR = "Star" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.STAR = "A reward for my patience!" GLOBAL.STRINGS.RECIPE_DESC.STAR = "A reward for my sacrifice!" local star = Ingredient( "star", 1 ) star.atlas = "images/inventoryimages/star.xml" local star = AddRecipe("star", { Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 200)}, namwar, TECH.NONE, nil, nil, nil, nil, "usmccaptain", "images/inventoryimages/star.xml") Assets Its prefab file is included in PrefabFiles section. Speak of the devil, so here it is. local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/star", fn, Assets) Thank you for your time and have a nice day/night !
  10. Monsters will ignore your character if she/he is one of them of course. In order to make it real you have to add tag "monster" into your character's prefab file (common_postinit section). It should look like this: local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "YOURCHARACTERNAME.tex" ) inst:AddTag("monster") end Be careful now because pigs will show you no mercy since spiders are your new buddies
  11. Thanks again. It works fine, I just had to make some changes due to stop occuring errors. I will use that that tutorial you linked. I hope I will understand it. Thank you for all your help, and motivation. I will paste prefab file below just in case. Maybe someone else will use it. local Assets = { Asset("ANIM", "anim/barrage.zip"), Asset("ATLAS", "images/inventoryimages/barrage.xml"), Asset("IMAGE", "images/inventoryimages/barrage.tex") } local prefabs = { "explode", "shell" } local function draw_line(inst, startx, startz, endx, endz, n) if startx and startz and endx and endz and n then local x = startx local z = startz for i = 0, n, 1 do GLOBAL.SpawnPrefab("shell").Transform:SetPosition(x,0,z) x = x + (endx-startx)/n z = z + (endz-startz)/n end end end --local x, y, z = inst.Transform:GetWorldPosition() --draw_line(inst, x, z, x+math.random(-10, 10), z+math.random(-10,10), 10) local function spawnShell(x, z) SpawnPrefab("shell").Transform:SetPosition(x,0,z) end local function spawnLineOfShells(startx, startz, endx, endz, n, numOfShells) local x = startx local z = startz for i = 0, n, 1 do spawnShell(x, z) x = x + (endx-startx)/n z = z + (endz-startz)/n end end local function onEaten(inst, eater) local pos = inst:GetPosition() spawnLineOfShells(pos.x - 10, pos.z - 10, pos.x + 10, pos.z + 10, 8) end local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) inst.AnimState:SetBank("barrage") inst.AnimState:SetBuild("barrage") inst.AnimState:PlayAnimation("idle", true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("sanityaura") inst.components.sanityaura.aura = -TUNING.SANITYAURA_MED inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/barrage.xml" inst:AddComponent("inspectable") MakeHauntableLaunch(inst) inst:AddComponent("edible") inst.components.edible:SetOnEatenFn(onEaten) return inst end return Prefab( "common/inventory/barrage", fn, Assets)
  12. Thank you. It works now, but only one artillery shell is falling from the sky. I will figure it out myself. I know that I am miserable at modding. I have tried learning lua programming, even basics, but I didn't know where to start. In my opinion it doesn't layer the DST prefab files, it is so bizzare to me. I also watched and read lots of tutorials, as you see it didn't help me at all. I think the best solution is just to stop this circus. I just need to complete my current project and then I won't bother anyone on this forum anymore.
  13. Whole prefab file looks like this inside: local Assets = { Asset("ANIM", "anim/barrage.zip"), Asset("ATLAS", "images/inventoryimages/barrage.xml"), Asset("IMAGE", "images/inventoryimages/barrage.tex") } local prefabs = { "explode", "shell" } local function draw_line(inst, startx, startz, endx, endz, n) local numtentacles = 3 if startx and startz and endx and endz and n then local x = startx local z = startz for i = 0, n, 1 do GLOBAL.SpawnPrefab("shell").Transform:SetPosition(x,0,z) x = x + (endx-startx)/n z = z + (endz-startz)/n end end end --local x, y, z = inst.Transform:GetWorldPosition() --draw_line(inst, x, z, x+math.random(-10, 10), z+math.random(-10,10), 10) local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) inst.AnimState:SetBank("barrage") inst.AnimState:SetBuild("barrage") inst.AnimState:PlayAnimation("idle", true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("sanityaura") inst.components.sanityaura.aura = -TUNING.SANITYAURA_MED inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/barrage.xml" --inst.components.inventoryitem:OnDropFn(barragecall) inst:AddComponent("inspectable") MakeHauntableLaunch(inst) inst:AddComponent("edible") inst.components.edible:SetOnEatenFn(draw_line) return inst end return Prefab( "common/inventory/barrage", fn, Assets) It doesn't crash but it also doesn't work.
  14. Download it from there.
  15. I am not able to call this event into world. When I consume this prefab it just disappers without any effect or it crashes due to "stack overflow" on this line : local x, y, z = inst.Transform:GetWorldPosition() Whole section looks like this: I don't know why you left those 2 lines with "--" in front of it. Maybe I should not add them to code, but code didn't work at all without it. In the other hand when I add those 2 lines it crashes. --local x, y, z = inst.Transform:GetWorldPosition() --draw_line(inst, x, z, x+math.random(-10, 10), z+math.random(-10,10), 10)