• Content Count

  • Joined

  • Last visited

Community Reputation

51 Excellent

1 Follower

About krylincy

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. i thought i always need the component check in a prefab postint to skip the clients, like the default prefab would do with if not TheWorld.ismastersim then return inst end
  2. as decduck3 said, you need to extend the file instead of overwriting it completely. i dont know what you changed in that file but you can attach it with AddComponentPostInit("hunter", function() ... end)
  3. you can watch the world state in your prefab like AddPrefabPostInit("guts", function tryspawnthing (inst) if TheWorld ~= nil then -- not sure if you need this check inst:WatchWorldState("isnight", function() if inst.components ~= nil then -- this check my be enough inst:AddComponent("childspawner") inst.components.childspawner:SetRegenPeriod(5) ... end end) end end and then add a watch for day to remove the component again
  4. thanks! i found my problem: i added some of these turfs before as a normal recipe so they are "learned"
  5. hello, i added a few custom recipes to the turf crafting tab like this: AddRecipe("turf_archive", {Ingredient("goldnugget", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TURFCRAFTING, TECH.TURFCRAFTING_ONE, nil, nil, true) (the globals are set before) when i then start the game the furfcrafing tab is always visible. i can open it and select a turf but when i craft it nothing happens. near the turn station it works correctly. how do i get the crafing tab be hidden as before even if I add custom recipes?
  6. When you take a look at the function you call with addrecipe it hat the following param function(self, name, ingredients, tab, level, placer_or_more_data, min_spacing, nounlock, numtogive, builder_tag, atlas, image, testfn, product, build_mode, build_distance). the placer-or-more-data is resolved this way: if type(placer_or_more_data) == "table" then placer = placer_or_more_data.placer more_data = placer_or_more_data else placer = placer_or_more_data end so you need to add your placer options in the additional options too, like {no_deconstruction = true, placer = XXX}
  7. I know the bug was fixed, but i started a new world yesterday and notice the bug is there again If i want to place gates (with controller) it is not matching correctly with the wall. if i want to place 2 gates together they do not connect.
  8. in which folder did you look for it? ...\Steam\steamapps\common\Don't Starve Together\mods
  9. Hm no that is not working. if i add local WEED_DEFS = require("prefabs/weed_defs").WEED_DEFS WEED_DEFS.weed_forgetmelots.seed_weight = 0.5 WEED_DEFS.weed_tillweed.seed_weight = 2 WEED_DEFS.weed_firenettle.seed_weight = 0.5 WEED_DEFS.weed_ivy.seed_weight = 0.5 in my modmain i still get tons of forgetmelots. how can change the chances?
  10. And this will also apply to all other instances that require the weed defs, not only my local instance?
  11. I want to cahnge the spawn chance of the weeds to be equal. How can i access these definitions inside the weed_defs.lua file to overwrite global (for all files that require this one)? WEED_DEFS.weed_forgetmelots.seed_weight = TUNING.SEED_CHANCE_VERYCOMMON WEED_DEFS.weed_tillweed.seed_weight = TUNING.SEED_CHANCE_RARE WEED_DEFS.weed_firenettle.seed_weight = TUNING.SEED_CHANCE_RARE WEED_DEFS.weed_ivy.seed_weight = TUNING.SEED_CHANCE_RARE I would be grateful for any help!
  12. Whats your error log? I did something similar with the flower amulet. why are you adding the "mylamp" tag to the lamp (inst) itself and not to the owner? maybe that the problem. before you use ", 2)" you should check before if the ist has a component and health "if inst.components ~= nil and ~= nil then" to take care of the client side and owner without health.
  13. 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.