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About fixerhere

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  1. Where can i find the error log? Worst thing is that it just closes the game without giving me any error
  2. Now my game just crashes when selecting a character It didn't crash before so idk what I'm doing wrong
  3. I made a recipe for my hat and it is working if i'm crafting it but recipe itself looks weird Here's a screenshot And here's the code Recipe("evilgarland", {Ingredient("petals_evil", 12)}, RECIPETABS.DRESS, {SCIENCE = 0}) STRINGS.RECIPE_DESC.PETALS_EVIL= "Pesky parasite!"
  4. Everything works well I mean there is a graphical bug it says that when picking up evil flower it gives -5 sanity (don't worry it gives +5 sanity) other than that everything works well now I only need to change food stat values for flower and evil flower
  5. Don't worry I'm really thankful that you even spent your time writing this code Take your time
  6. I tried the code but when i created a new world it just stopped at "Generating world" Also no error so i don't know what could have happened
  7. I'm probably so close to finishing my character mod but still there is one thing I want to do but don't understand I want evil flowers to be like normal flowers (having same food stats, having same aura and when picking up getting +5 sanity) On the other hand i want normal flowers to be like evil flowers (having food stats like evil flowers, having negative aura, when picking up -5 sanity) So is it even possible that my character would be only affected?
  8. Now i made my own hat beacuse i didn't know how to do it with garland so now the hat has a "evilflowerhat" tag so now how can i make it so when i wear it sanity aura is stopped?
  9. Ok i think i found something but i'm not sure if it's right Tagg is called "healingflower" but it's in the hats_lavaarena prefab so it's probably wrong Also i don't know if i'm blind but i don't see garland onequip? Only garland code i saw is this one local function flower_custom_init(inst) inst:AddTag("open_top_hat") inst:AddTag("show_spoilage") end local function flower() local inst = simple(flower_custom_init) inst.components.floater:SetSize("med") inst.components.floater:SetScale(0.68) if not TheWorld.ismastersim then return inst end inst.components.equippable.dapperness = TUNING.DAPPERNESS_TINY inst.components.equippable:SetOnEquip(opentop_onequip) inst:AddComponent("perishable") inst.components.perishable:SetPerishTime(TUNING.PERISH_FAST) inst.components.perishable:StartPerishing() inst.components.perishable:SetOnPerishFn(inst.Remove) MakeHauntableLaunchAndPerish(inst) return inst end
  10. I wanted it so it doesn't make a sound every second of sanity dropping so i just made it 60 seconds I will keep looking for the tagg
  11. So i was looking and garland has "flower" tag I tried it to see what happens and nothing :/ can i possibly add myself a tag to a garland and if yes how?
  12. Thank you! It works well but do you know how to deactivate the aura when wearing a garland and make it so my character takes negative sanity wearing it?
  13. Ok so i wanted to make my character to have a negative sanity aura and it kinda works? except my character also gets negative sanity which i don't really want Also i wanted that if i wear a garland sanity aura will be equal zero but my character gets negative sanity Here is my sanity aura code inst:DoPeriodicTask(60.0, function(inst) if inst.components.sanity and inst:HasTag("playerghost") then return end local x,y,z = inst.Transform:GetWorldPosition() local players = TheSim:FindEntities(x, y, z, 5, {"player"}, {"playerghost", "INLIMBO"}, nil) for _,v in ipairs(players) do if v.components.sanity then v.components.sanity:DoDelta(-1) end end end) I just started making my character and I'm not really good at LUA coding so sorry if i look dumb
  14. Ok so i can't figure out why it doesn't work for me I wanted to make gears and frazzled wires eatable but i don't know why it doesn't work here's the code GetPlayer = GLOBAL.GetPlayer AddPrefabPostInit("gears", function(inst) if GetPlayer().prefab == "fixer" then inst.components.edible.foodtype = "ELE" end end) AddPrefabPostInit("trinket_6", function(inst) if GetPlayer().prefab == "fixer" then inst.components.edible.foodtype = "ELE" end end) AddPrefabPostInit("gears", function(inst) if GetPlayer().prefab == "fixer" then inst:AddComponent("edible") inst.components.edible.foodtype = "ELE" inst.components.edible.healthvalue = 80 inst.components.edible.hungervalue = 70 inst.components.edible.sanityvalue = 120 end end) AddPrefabPostInit("trinket_6", function(inst) if GetPlayer().prefab == "fixer" then inst:AddComponent("edible") inst.components.edible.foodtype = "ELE" inst.components.edible.healthvalue = 40 inst.components.edible.hungervalue = 35 inst.components.edible.sanityvalue = 60 end end)