Earthyburt

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About Earthyburt

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  1. Connection terminated. I'm sorry to interrupt you Wike Xafton, if you still even remember that name. But I'm afraid you've been misinformed. You are not here to receive gears, nor have you been called here by the individual you assume. Although you have indeed been called. You have all been called here. Into a forest of sounds and smells, misdirection and misfortune. A realm with no exit, a world with no prize. You don't even realize that you are trapped. Your lust for food has driven you in endless circles, chasing the cries of prey in some unseen chamber, always seeming so near, yet somehow out of reach. But you will never find them, none of you will. This is where your story ends. And to you, my brave scientist, who somehow found this world not intended for you. Although there was a way out planned for you, I have a feeling that's not what you want. I have a feeling that you are right where you want to be. I am remaining as well, I am nearby. This place will not be remembered, and the memory of everything that started this can finally begin to fade away. As the agony of every tragedy should. And to you survivors trapped in the corridors: Be still and give up your spirits, they don't belong to you. For most of you, I believe there is peace and perhaps more waiting for you after the smoke clears. Although, for one of you, the darkest pit of Hell has opened to swallow you whole, so don't keep the devil waiting, old friend. My sister, if you can hear me, I knew you would return as well. It's in your nature to protect the innocent. I'm sorry that on that day, the day you were shut out and left to rot, no one was there to lift you up into their arms the way you lifted others into yours. And then, what became of you. I should have known you wouldn't be content to disappear, not my sister. I couldn't save you then, so let me save you now. It's time to rest. For you, and for those you have carried in your arms. This ends for all of us. End communication.
  2. After reading the comments, I have concluded that my idea wasn't good. However, I think the night vision module is still too strong. It's much easier to craft when compared to the moggles, and it taking up 4 slots still allows for other upgrades combos like (night vision + 300 health) or (night vision + 75 sanity AND sanity regen) or even (night vision + controlled shock when you get hit). I think the night vision module should take up 5 slots because it would gives players a choice between "infinite night vision that allows you to see things at any range" or "an area of light of which you can keep your friends minions safe with", both of which would allow that one slot for +50 health. I also think that night vision module should have AT LEAST ONE more thing to craft it with; something not too difficult like 2 electrical doodads (Basically the moggles recipe but cut in half; also 2 is at least one, so don't @ me). Also The Drone module is definitely too weak, I think the regen should be increased a bit.
  3. I think WX-78's upgrades are very overpowered since these upgrades are permanently attached, especially how infrequent charge can be lost (starving and being very wet.) I think an idea to make this less overpowered is to have these upgrades lose charge over time, however they can be recharged at a charging station. This would still keep upgrades like night vision and health viable, and they can be left to charge while the player does something else. Sure, the player could have a pair for each upgrade they want, however, in the current build, removing the upgrades on WX will cause them to lose all of their charges.
  4. The current version of the DST Switch port takes place between Waterlogged and Webber Update. I don't think Wanda was released at this time. Klei will probably eventually update the game to the latest version overtime.
  5. Tag this part into your if-else statement for farm plants elseif (v.prefab == "farm_plant_potato" or v.prefab == "farm_plant_randomseed" or v.prefab == "farm_plant_carrot" or v.prefab == "farm_plant_corn" or v.prefab == "farm_plant_tomato" or v.prefab == "farm_plant_asparagus" or v.prefab == "farm_plant_eggplant" or v.prefab == "farm_plant_pumpkin" or v.prefab == "farm_plant_watermelon" or v.prefab == "farm_plant_dragonfruit" or v.prefab == "farm_plant_durian" or v.prefab == "farm_plant_garlic" or v.prefab == "farm_plant_onion" or v.prefab == "farm_plant_pepper" or v.prefab == "farm_plant_pomegranate") then v.components.growable:LongUpdate(20) end ---This is very long winded, I know, I am in the process of finding a simpiler method "Wait, why are you commenting on a 7 year old pos-" SHUSH
  6. Have you noted these additions in "Note for Modders" in the changelog of the official update? I know they are stated for the beta, but I don't see any mention of this addition about Loading Screen Tips in any of the changelogs for the released versions (Non-beta) of Don't Starve. I thought it was odd that this addition wasn't mentioned yet since I think everything else added for modders in the beta was added into the release changelog. Sorry if I wasn't clear enough in my comment. I should've clarified more. (Please excuse my excessive persistence, I really care about this change since I suggested it in the beta.)
  7. Have you implemented the custom tips feature in the game yet? If so, you haven't stated the related custom API code in the game yet. AddLoadingTip RemoveLoadingTip SetLoadingTipCategoryWeights
  8. I think you forgot to add the information about adding giving modders the ability to add their own loading screen type in "Notes For Modders". @ScottHansen Unless that functionality is not in this update?
  9. Are we going to see support for custom tip categories? The modding support stuff seems to lead to that, however, I am not sure if there is something that clearly does that.
  10. Yes it did! Thank you so much! Also, if you are new here, then congrats!
  11. Sorry for the delayed response. I am busy with college stuff that is due before Spring Break is over. As to what went wrong, I think I vaguely recall forgetting the GLOBAL part of "GLOBAL.LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_START" and forgotten to update my comment stating my issue. However, the new problem is that the OTHER category isn't being shown, even with the tables in place and the custom loading tips added. local vals = { CONTROLS = 0, SURVIVAL = 0, LORE = 0, LOADING_SCREEN = 0, OTHER = 1, } SetLoadingTipCategoryWeights(GLOBAL.LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_START, vals) SetLoadingTipCategoryWeights(GLOBAL.LOADING_SCREEN_TIP_CATEGORY_WEIGHTS_END, vals) AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_BANDANA, "Wayne's Bandana makes Wayne feel much braver when facing The Constant's imposing foes.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_BLOODBOILING, "Wayne's body will begin to deteriorate exponentially the more insane he becomes.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_CAVES, "Wayne is less bothered by the daylight when he is underground.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_THRESHOLDS, "Wayne's sanity thresholds are 120-90, 90-60, 60-30, 30-0.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_BULLY_LORE, "Wayne has refused to speak to Jerrison Jerk Johnson for many years, and Jerrison is not welcome here, either.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_COLLEGE_LORE, "Wayne was supposed to major in architecture.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_WAYNE_LORE, "Wayne's current state is the result of an incomplete experiment. Do not ask him how he was supposed to turn out.") AddLoadingTip(STRINGS.UI.LOADING_SCREEN_OTHER_TIPS, TIPS_WAYNE_THE_EXPERIMENT_SHILL_LORE, "Be sure to check out all of the other Wayne mods made by other people! They're very well made! (Mine's the best, obviously).") Here's what I put in, in case you are interested. This is in modmain.lua
  12. In regards to this, how should I set the <weight_data>? I tried creating a table to put my values in(val = {OTHER=1}), however any attempt at changing this I made so far has crashed the game. Also, should the OTHER tab's weight be set to zero by default? Assuming that the numbers represent how likely a category of tip is shown, if OTHER is set to zero at all times, then should it simply never display? If so, I find it confusing because if a category is empty, it will be ommited based on loadingscreen.lua. If not, could you explain to me how the weight values work exactly?
  13. Looks like everyone's old Custom Character Crafting Tab Image is going to have a new use.