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Question on character retexturing - Wortox
decduck3 replied to Namityyy's topic in [Don't Starve Together] Mods and Tools
As far as I know, you aren't allowed to reskin pre-existing characters Edit: I'm trying to find where it says this, but I can't find the article. Does anyone know where it is? -
Creating parody crockpot food items
decduck3 replied to decduck3's topic in [Don't Starve Together] Mods and Tools
So far, this is what I've done. In the stewer component, I created a value called foodtag, and used this code to assign the tag if self.foodtag ~= nil then loot:AddTag(self.foodtag) end And then in portablecookpot.lua, I do this: inst.components.stewer.foodtag = "warlyfood" And then in eater.lua, I have this for each stat: if food:HasTag("warlyfood") then if healthf < hungerf and healthf < sanityf then self.inst.components.health:DoDelta(delta * stack_mult * 0.3, nil, food.prefab) end end Where the different values are set as each: local healthf = food.components.edible:GetHealth(self.inst) * base_mult * self.healthabsorption local hungerf = food.components.edible:GetHunger(self.inst) * base_mult * self.hungerabsorption local sanityf = food.components.edible:GetSanity(self.inst) * base_mult * self.sanityabsorption But it still isn't working, and I have no idea why. Any ideas? (btw, I did do a test where I just used health:DoDelta(900), and it worked) Follow up question: How do I make it that the food is called "Warly's ....." eg "Warly's Meatballs" -
Creating parody crockpot food items
decduck3 replied to decduck3's topic in [Don't Starve Together] Mods and Tools
I'm not familiar with tags. So, I'm guessing, that you add a tag, then you can check if an item has that tag later? How would that work with stacking items and such? Can you add tags after an item has been created? -
Use: inst.components.eater:SetAbsorptionModifiers(0.5, 0.5, 0.5) in the character file. Then just make that values for nightmare fuel double
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I am trying to make it when you cook a meal in Warly's crockpot, the lowest stat of the food is increased by 30%. This is the current code I have: local foods = require("preparedfoods") for k,recipe in pairs (foods) do local p = recipe p.priority = p.priority + 10 if (p.health < p.sanity and p.health < p.hunger) then p.health = p.health * 1.3 end if (p.sanity < p.health and p.sanity < p.hunger) then p.sanity = p.sanity * 1.3 end if (p.hunger < p.sanity and p.hunger < p.health) then p.hunger = p.hunger * 1.3 end p.name = "warly_" .. p.name p.no_cookbook = true AddCookerRecipe("portablecookpot", p) end This works, but when the food comes out it has no texture or anything. How would I either change the stats of an individual item, or change the texture of an item created by AddCookerRecipe
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Can we get the log for the world?
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1) Look in the pick-axe code. That's a multitool 2) The should be the efficiency attribute. 3) I think so 4) I think you can make it re-fuel able but I don't know how 5) I don't know. I haven't worked with textures, but look into how chester's eyebone works Hoped this answers at least some of your questions.
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Starting backpack for custom character
decduck3 replied to C_Thun's topic in [Don't Starve Together] Mods and Tools
Make a function to spawn a prefab into the world and then either equip it or move it near the player -
Weird error "expected <"
decduck3 replied to decduck3's topic in [Don't Starve Together] Mods and Tools
bell.lua -
So I was trying to make a mod, and when I tried to start my game, this strange error came up: [00:00:02]: LOADING LUA SUCCESS [00:00:02]: PlayerDeaths could not load morgue [00:00:02]: PlayerHistory could not load player_history [00:00:02]: ServerPreferences could not load server_preferences [00:00:02]: bloom_enabled false [00:00:02]: OnFilesLoaded() [00:00:02]: OnUpdatePurchaseStateComplete [00:00:02]: Klump load on boot started. [00:00:02]: Klump files loaded: 0 [00:00:04]: Mod: mods (New Mod) Registering prefabs [00:00:04]: Mod: mods (New Mod) Registering prefab file: prefabs/bell [00:00:04]: Mod: mods (New Mod) bell [00:00:04]: Mod: mods (New Mod) Registering default mod prefab [00:00:04]: expected < There is nothing else. I checked all other logs. I have no idea what it is, any ideas?
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Custom Character: Can't find prefab
decduck3 replied to captainbeehaw's topic in [Don't Starve Together] Mods and Tools
It says it can't find "Haley.tex" not Haley. Make sure you have all textures in the right place and imported correctly -
That usually means something is wrong with the character. There may be an error in the log? That may show us the issue. How to get logs: Open DST, go to the world that you were testing in. Above the delete button, there is an 'Open Cluster_X' button, click that. Then go into Master, and then open the log. Check for any errors
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Possibly add something in the stewer component or replace the stewer component on crockpots to check if your character is using it and then change the output? stewer.lua, 71: local function dostew(inst, self) self.task = nil self.targettime = nil self.spoiltime = nil if self.ondonecooking ~= nil then self.ondonecooking(inst) end if self.product == self.spoiledproduct then if self.onspoil ~= nil then self.onspoil(inst) end elseif self.product ~= nil then local prep_perishtime = cooking.GetRecipe(inst.prefab, self.product).perishtime or 0 if prep_perishtime > 0 then local prod_spoil = self.product_spoilage or 1 self.spoiltime = prep_perishtime * prod_spoil self.targettime = GetTime() + self.spoiltime self.task = self.inst:DoTaskInTime(self.spoiltime, dospoil, self) end end self.done = true end Somehow override that to edit the output based on a random number