Hornete

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Everything posted by Hornete

  1. Can I atleast get your opinion. IN THIS CLIP, IS THE AXE BACKWARDS WHILE CHOPPING THE TREE?
  2. Make sure it's the victorian axe. This **** thinks the victorian axe animation facing up isn't backwards. THE AXE IS BACKWARDS @-Variant >: (
  3. They're already in. Did you not look?
  4. Where did you find this code? I'd like to take a look.
  5. Get/Check time of day

    TheWorld.state.is"insertstatehere"
  6. Even better, we get a pirate set, and we get a /shanty EMOTE, where the chatacter pulls out an accordion(Or just sings? Since their voices are instruments...) and sings WHAT DO WE DO WITH A DRUNKEN SAILOR. Just imagine, it's a day at sea and wigfrid decides to start singing it, and before you know it everyone is singing it together on this boat far far away from land. When is it happening, Klei.
  7. No, people asked too much for it so they immediatly lost motivation for it. It's not happening for a long time.
  8. Memory leak, that's why the full release was delayed.
  9. That's two times i've cried today, I'm so sorry.
  10. What if you wanted to play Gorge as Warly: But Klei said: Credit to @KoreanWaffles for the sick meme idea.
  11. Yes! I thought maybe this was just me being weird after being on the boat camera, but it seems like the camera is generally lower then its supposed to be after you hop off.
  12. The new villian in the Steven Universe movie.
  13. Early Access?

    We ain't getting gorge, bois. it's all PLACEHOLDER in the files
  14. Get rid of the commas for the dialog, as for the tool soak, Yes the weapons still get soaked, but do they slip?
  15. AddPrefabPostInit("wormwood", function(inst) if not GLOBAL.TheWorld.ismastersim then return end inst:DoPeriodicTask(1, function() if inst.components.moisture.moisture == 0 then print("No health regen") else if inst.components.moisture.moisture > 80 then --Over 80 stops the health -regen, you can adjust this to what you'd like print("Too wet!") else inst.components.health:DoDelta(1) --Heals 1 hp every secound, you can adjust this end end end) local function DropWetTool(inst, data) --Tool slip. if inst.components.moisture:GetSegs() < 6 then return end local tool = inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) if tool ~= nil and tool:GetIsWet() and math.random() < easing.inSine(GLOBAL.TheWorld.state.wetness, 0, .15, inst.components.moisture:GetMaxMoisture()) then local projectile = data.weapon ~= nil and data.projectile == nil and (data.weapon.components.projectile ~= nil or data.weapon.components.complexprojectile ~= nil) if projectile then local num = data.weapon.components.stackable ~= nil and data.weapon.components.stackable:StackSize() or 1 if num <= 1 then return end inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true) tool = data.weapon.components.stackable:Get(num - 1) tool.Transform:SetPosition(inst.Transform:GetWorldPosition()) if tool.components.inventoryitem ~= nil then tool.components.inventoryitem:OnDropped() end else inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true) inst.components.inventory:DropItem(tool) end if tool.Physics ~= nil then local x, y, z = tool.Transform:GetWorldPosition() tool.Physics:Teleport(x, .3, z) local angle = (math.random() * 20 - 10) * DEGREES if data.target ~= nil and data.target:IsValid() then local x1, y1, z1 = inst.Transform:GetWorldPosition() x, y, z = data.target.Transform:GetWorldPosition() angle = angle + ( (x1 == x and z1 == z and math.random() * 2 * PI) or (projectile and math.atan2(z - z1, x - x1)) or math.atan2(z1 - z, x1 - x) ) else angle = angle + math.random() * 2 * PI end local speed = projectile and 2 + math.random() or 3 + math.random() * 2 tool.Physics:SetVel(math.cos(angle) * speed, 10, math.sin(angle) * speed) end end end end) Uh, try this? I'm not too sure if this'd work. I made the slipperyness happen at 60 wetness.
  16. STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_DAMP = "Rain!", STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_WET = "Little wet", STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_WETTER = "Really wet", STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_SOAKED = "Too wet!", Put those lines in your modmain.lua and put local STRINGS = GLOBAL.STRINGS before these lines, and edit the strings as you wish.
  17. Put, GLOBAL.TheWorld. That is for optimastion.
  18. AddPrefabPostInit("wormwood", function(inst) if not TheWorld.ismastersim then return end inst:DoPeriodicTask(1, function() if inst.components.moisture.moisture == 0 then print("No health regen") else if inst.components.moisture.moisture > 80 then --Over 80 stops the health -regen, you can adjust this to what you'd like print("Too wet!") else inst.components.health:DoDelta(1) --Heals 1 hp every secound, you can adjust this end end end) end) Tell me how that works
  19. What are you trying to do?
  20. Victorian? I never made that connection, to me victorian has this darker fancy style instead of a light bright fancy style. I don't if thats just me though.
  21. How about, They buff the insulated pack. And call it a day. I'm honestly fine with them removing the chef pouch. Why bring that in when we have another backpack item just like it that needs a rework/buff? I don't see any details on changing the insulated pack so I don't think any changes will come But one can hope.
  22. oi, you stole that from me.