rawii22

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About rawii22

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  1. They're probably trying to think of a way to balance the system so that point rewards don't just automatically turn into spool rewards...
  2. Knowing that all games have their own way of saving save files, this should not be a steam problem. Here's the situation: the DST game itself is saved in a steam library on D drive, however the save files are still saved on C in Documents. If it is possible, how (without moving the Documents folder as a whole) would one go about moving the Klei folder to another drive or location? (ps. on my search, I saw one person on reddit say this was possible, but they did not explain how it could be done...)
  3. My brother and I tried using this for our in-game mod manager mod. Honestly, the best way to see how it works is to see how Klei used it. Try searching in these files from scripts: emailsignupscreen.lua mainscreen.lua multiplayermainscreen.lua lavaarena_communityprogression.lua -- I think file uses QueryServer to retrieve some sort of online scoreboard data for the forge (I never got to play the forge so I'm not sure...) motdmanager.lua I'm not sure how the function fully works myself since the website I needed to visit was literally just one small piece of text, but using these files I'm sure you can figure out what it requires and how it returns data. Sorry I couldn't be more specific, but that's just how modding goes sometimes...
  4. Here's a new one!! https://accounts.klei.com/link/forgottenspool It expires in one month from 10/22/2020
  5. Hey, I have a quick question about the networking behind DST. (It seems like @V2C or PeterA talk about networking more than most devs) My brother and I made a mod that allows people to change client mods in-game, and it reconnects people back to the server. We do this in our modmain: GLOBAL.JoinServer(GLOBAL.TheNet:GetServerListing()) Before this update, the world didn't pop up a screen saying "Duplicate Connection" when we used this line. My question is whether you guys may have changed a check in the backend that we can't see (like in TheNet), because now our mod is pretty difficult to adapt... (We have a way of retrieving the server's IP address and using TheNet:StartClient, but we're still figuring out how to make it work properly since it has worked in the past...)
  6. https://steamcommunity.com/sharedfiles/filedetails/?id=661253977
  7. Yeah, you can check the prefab of what's doing the cooking
  8. Check out the keep inventory mod. It lets you keep your inventory when you die.
  9. It's possible that the function is being run when nothing is in the hand slot, so when it checks for handitem.prefab for the first time it won't find anything. Maybe you should put "if handitem then" before you use handitem...
  10. In the mods folder, make a new folder and add the code to a modmain. You'll have to copy a modinfo and change the data inside accordingly (fairly self-explanatory when you see it) and delete the configurations if you have to
  11. You can probably alter the COOK action (like this: GLOBAL.ACTIONS.COOK.fn = function(act)) and add an additional check. Store the original function to a variable, run your own check to see if the stewer's prefab is Warly, if it passes, do a delta to the act.target.components.stewer sanity, and then at the end (outside that Warly check, or else only Warly will be allowed to cook), call the original cook function so that it runs the rest of the code normally. I'll attach an example of something like this from my torch cooking mod. There also happens a be a speech adjustment in this file, that might also help you figure out how to make only Warly say something when the action succeeds. Also this file is fairly small, so don't worry about having to look through some inexplicably long file to find a simple solution modmain.lua
  12. Ok, well here's what I'm thinking. Recently, I've been working on a mod with my brother and when we got to the cave implementation, we learned a lot about how the game treats players when they are enabled. Any time caves are enabled, the host is treated as a client, meaning that the code will run on the server and may not affect any players... This changes how we use the ThePlayer since the game might not know who to refer to (I'm pretty sure the admin since they have console access). I don't remember an extreme amount of detail right now, but it's an interesting (and very very annoying) consideration when making server mods.
  13. Well your modmain looks fine, you're calling all of the image files. I noticed that your client_log didn't say anything specific about an error which I think can be considered good news. The only thing I can think of being wrong is image size or maybe you forgot something with the STRINGS section of your modmain. The game usually gives a description of the error, but if it just crashes that usually means the mistake is something simple.