krylincy

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About krylincy

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  1. If you add a new recipe you should use the add recipe function. also, you need to specify what image you wanna use. i dont know what you think is "weird" but try to add it like this: local papyrusbatch = AddRecipe("papyrusbatch", {Ingredient("cutreeds", 40)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE) papyrusbatch.product = "papyrus" papyrusbatch.image = "papyrus.tex" papyrusbatch.numtogive = 10 STRINGS.NAMES.PAPYRUSBATCH = "Papyrus 10x" STRINGS.RECIPE_DESC.PAPYRUSBATCH = "For writing things." if the product is the same as the recipe name, you dont need to specify it again.
  2. I hate the sound when i cut trees or boulders with the weatherpain. it is so annoying because it is so lound. it is not the spin sound (i already found that) it is the collision/desturction sound. I think it is hidden in the strucutre_collapse_fx file local function playfx(proxy, anim) local inst = CreateEntity() inst:AddTag("NOCLICK") inst:AddTag("FX") --[[Non-networked entity]] inst.entity:SetCanSleep(false) inst.persists = false inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.Transform:SetFromProxy(proxy.GUID) inst.AnimState:SetBank("collapse") inst.AnimState:SetBuild("structure_collapse_fx") inst.AnimState:PlayAnimation(anim) local material = MATERIAL_NAMES[proxy.material:value()] if material ~= "none" then inst.SoundEmitter:PlaySound("dontstarve/common/destroy_smoke") if material ~= nil then inst.SoundEmitter:PlaySound(MATERIAL_SOUND_MAP[material] or ("dontstarve/common/destroy_"..material)) end end inst:ListenForEvent("animover", inst.Remove) end local function makefn(anim) return function() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddNetwork() inst:AddTag("NOCLICK") inst:AddTag("FX") --Dedicated server does not need to spawn the local fx if not TheNet:IsDedicated() then --Delay one frame so that we are positioned properly before starting the effect --or in case we are about to be removed inst:DoTaskInTime(0, playfx, anim) end inst.material = net_tinybyte(inst.GUID, "collapse_fx.material") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst.SetMaterial = SetMaterial inst.persists = false inst:DoTaskInTime(1, inst.Remove) return inst end end Any ideas how to overwrite this function call in the DoTaskInTime function? or is there already a mod for that? best would be if it is not that loud (PlaySoundWithParams).
  3. For every player? Then you can add a higher sanity aura to the spiders with "inst:AddComponent("sanityaura") .... "
  4. Hm what are you doing exactly? 1) Open your terminal with windowskey + r, enter cmd and hit enter 2) navigate to the folder where the krane exe is located 3) type "krane" -> you should now get the param info " krane: Required argument missing: INPUT-PATH Usage: krane [OPTION]... [--] <INPUT-PATH>... <OUTPUT-DIR> Try 'krane --help' for more information." Did you mean that? So to solve, you need to tell what files you want to extract. check the documentation. eg "anim.bin build.bin _output"
  5. where did you add this line? in the prefab post init? can you share your whole code? i think in lua it is not allowed to use a function before define it (but not sure).
  6. if you attach or send the files i can check if they compile on my machine are there the correct namings inside? i had a simiar problem some day with a simple item mod where the image did not compile. then i just saved the image again. i donno what the problem was.
  7. hey great =) if you are interested in the values, you can take a look recipe.lua or recipes.lua in the main folder of the scripts (C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\databundles). there are the functions defined and all recipes. and yes, you add the placer image for that recipe and a builder tag to handle it.
  8. Instead of calling the "Recipe" function you should use the "AddRecipe" function ("Warning: function Recipe in modmain is deprecated, please use AddRecipe") And if you wonder what parameters you pass, here is the recipe class that recive your data Recipe = Class(function(self, name, ingredients, tab, level, placer_or_more_data, min_spacing, nounlock, numtogive, builder_tag, atlas, image, testfn, product, build_mode, build_distance) you add a nil value to tell the class, that this value is not set. you can not skip them because you need to keep up with the order. if you wanna pass the last param you have "builder_tag" but eg. no min_spacing then it looks like your code. i hope the addrecipe function will solve your problem, i never noticed if my custom recipes give me the bonus or not
  9. Hi, your mod looks very complex and i am not into it. but why did you edit the widgets/inventorybar if you just wanna change the backpack widget setup? your widgetsetup_Base looks good, did you receive the testing print? i thought we must re-initialize the backpacks with the new setup function because they are already setup with the old function. have you tried to put more print messages into your code to debug what runs and what not? is it working on serverside/host already? and is your issue with the more slots just visuell or are they also usable as default (maybe only the design didn't change) i know that might not help you to find the bug/problem ...
  10. Hm ... i use it without problems. and to be honest: this mod is so small and so clear, i donno how this will not working - maybe with other mods or such. local HungerSize = GetModConfigData("HungerSize") local HungerScale if HungerSize == 1 then --50 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*0.50 elseif HungerSize == 2 then --66 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*0.66 elseif HungerSize == 3 then --75 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*0.75 elseif HungerSize == 4 then --88 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*0.88 elseif HungerSize == 5 then --Default hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE elseif HungerSize == 6 then --112 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*1.12 elseif HungerSize == 7 then --125 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*1.25 elseif HungerSize == 8 then --150 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*1.50 elseif HungerSize == 9 then --200 hungerrate = GLOBAL.TUNING.WILSON_HUNGER_RATE*2 end GLOBAL.TUNING.WILSON_HUNGER_RATE = hungerrate This is the whole magic.
  11. There is one to be faster hungry https://steamcommunity.com/sharedfiles/filedetails/?id=397570433
  12. You can change this in the widget setup of your weapon. bgatlas and bgimage eg: containerparams.casket = { widget = { slotpos = slotpos, pos = Vector3(0, -100, 0), bgatlas = "images/casket-ui.xml", bgimage = "casket-ui.tex", }, issidewidget = false, type = "casket", }
  13. In my prefab i have a onPickup function if owner.components ~= nil and owner.components.inventory ~= nil then owner.components.inventory:SetCasket(inst) end The SetCasket function is added to the inventory component, the replica and the classified. but how can i trigger a change (on pickup) to the client? This will work fine for the host but the client didn't get this information. This function from the inventory should somehow update the inventory_replica, too local function SetCasket(self, casket) self.casket = casket end Any ideas would be great, thanks!