-Penta-

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About -Penta-

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  1. From the looks of it, something like that may be way too complicated for me to do on my own, but I'll try looking at the code and see what I can figure out. May I look at your mod's code too to see if I can get a better picture of how you edited the TECH? Also, if I don't get this to work, there's another thing I'd like to try that's related to crafting. Would it be possible to make certain characters only be able to use science stations, while others are only able to use magic stations? I know you can change on a whim what certain characters can and cannot craft, but can that be applied to all crafting tabs, or only character-specific ones? I'm asking all of this because I'm trying to rework the game's crafting system and tabs. There's too much filler content and not enough unique ways to integrate certain items with higher level crafting, and the fact that all characters always can and need to craft nearly the same things with so many other options available bugs me to no end.
  2. Does any of you guys remember how the Shadow Manipulator used to replace both the Science Machine and the Alchemy Engine way back then? Well, could something akin to that be done in DST as a mod? I know you can edit recipes, change items around crafting tabs and even the crafting stations needed for them all you want (and I've been doing it myself for some time now), but is it possible to have Shadow Manipulator recipes previewed (aka, seeing their icons with the lock on top) on the Alchemy Engine? Also, is the gemology tab icon still in the game's files? If so, is there any practical way to integrate it into the crafting tabs by making it replace the magic tab?
  3. I don't remember what it said, actually, and the logs have already been deleted so I can't really check now :/ I tried looking for mods that did similar things to re-purpose the code, but I haven't found any so far. Still, I'll keep trying to make it work. There's still some things I didn't test, and the Beefalo Hat isn't the only clothing item whose properties I'm trying to change. Also, as a side note, is there any way to change an item's name?
  4. I don't know much to be honest, I just got into modding this week, and most of what I'm doing is just personal stuff. I tried using AddTag and AddComponent before, but the game either just crashed as soon as I opened it, or nothing changed at all. Also, I just tested what you proposed, and it crashed as soon as I crafted the hat. AddPrefabPostInit("beefalohat", function(prefab) prefab:AddComponent("armor") prefab.components.armor:InitCondition(525, 80) inst.components.armor:InitCondition(TUNING.ARMOR_WATHGRITHRHAT, TUNING.ARMOR_WATHGRITHRHAT_ABSORPTION) prefab:AddComponent("insulator") inst.components.insulator:SetSummer() inst.components.insulator:SetInsulation(TUNING.INSULATION_SMALL) end) Was it a mistake on my end, or are we to assume this approach doesn't work?
  5. Quick question: Is there a way to edit an item's properties in order to change its type and effects? I wanted to make the Beefalo Hat a head armor and lower its insulation, but I have no idea where to start.
  6. So, lately I've been trying to make the game more challenging and more like the original single-player version through the use of mods, going as far as subscribing to the Teleportato mod and Uncompromising Mode, just to name a few. I'm almost satisfied with the mods I got, but there's still some key features that I feel like I'm missing. First things first, I chose to not run a server for the caves, because my ageing notebook is getting pretty tired from running two servers at once, which means I had to find mods that spawn cave creatures on the surface. Thing is, I can't seem to find any mods whatsoever that spawn some of the most important cave mobs in the surface. So far, I've only been able to get Light Bulbs and Glow Berries, as well as Rock Lobsters and Toadstool to spawn in the surface (courtesy of "Glow Berries and Light Flowers on the Surface", "Increase Animals" and "Uncompromising Mode", respectively), but mobs like Bunnymen, Splumonkeys and Slurpers, as well as the Ancient Guardian are completely out of my reach as of now. Also, since Uncompromising Mode makes the Moose/Goose and the Dragonfly spawn as seasonal bosses, I've been turning off their overworld spawns in the world generation menu. What bothers me is that Dragonfly's desert still has her magma pools spawned, and the grasslands also have some Moose/Goose nests. So, this other thing I've been looking for are ways to make these set pieces not spawn at all, as well as a way of merging both the Dragonfly and the Oasis desert into one single biome. Lastly, this one is rather absurd, but I'd like to know if there's a way to completely change the ocean back to how it was before the beta branch for The Return of Them started, as well as disabling the seafaring tab. I like the new changes and all, but I feel like the seafaring tab and all the new crafts that come with it get in the way of the kind of experience I want with the game right now. I know this could all be boiled down to "then just play the single player version of RoG", but I want to be able to share the experience with some of my friends, because Don't Starve gets old pretty fast when you're playing alone. Plus, the raid bosses and skins are really cool. So, to sum it up, I just want to know: 1) Are there any mods that naturally spawn all (or at least most) cave creatures on the surface (and that isn't the original Advanced World Generation)? 2) Are there any mods that merge the two deserts into one, and also completely erase Dragonfly's spawn? 3) Is there any way to disable everything added by The Return of Them completely? That's about it though. If anyone can help me, I'd be really thankful.