MidrealmDM

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About MidrealmDM

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Don't Starve
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Don't Starve Together
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Oxygen Not Included
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  1. We had same thing, two hands grabbing the fire at the same time Crashed the game, restarted and the exact same thing happened again - both times the game host was off-screen. Steps to reproduce, host DST game, start fire, host leave campfire area, allow shadow hands to grab fire
  2. Hello, about 4 years ago you were trying to find a way to pull the moonphase from the world in DST games.
    which I have found to be simply "TheWorld.state.moonphase"

    However, I am currently trying to do the same in DS game mod, but of course the code isn't the same. I tried GetClock():GetMoonPhase() and crashed with an error attempting to index a nil value.

    Do you have any insight?

     

  3. Mini Signs are incompatible with MOD items

    Ok, likewise - Assets = { Asset("IMAGE", "images/inventoryimages/zucchilli.tex"), Asset("ATLAS", "images/inventoryimages/zucchilli.xml"), Asset("ATLAS_BUILD", "images/inventoryimages/zucchilli.xml", 256), } =-=-=-= log file shows: [00:02:23]: SimLuaProxy::QueryServer() [00:02:31]: giving 132272 - zucchilli [00:02:37]: giving 132469 - featherpencil [00:02:42]: Could not find anim build FROMNUM [00:02:43]: SimLuaProxy::QueryServer()
  4. Mini Signs are incompatible with MOD items

    does the modder simply need to include this line in their modmain Asset("ATLAS_BUILD", "images/inventoryimages/<item.xml>", 256), or can it be listed within the prefab? Also what is the significance of '256' and does it need to remain a constant.?
  5. That is simpler than the Shipwrecked way of doing it. Thanks
  6. Mini Signs are incompatible with MOD items

    Ok - so I rebuilt the xml and tex, but I get this error "variable 'UpvalueHacker' is not declared"
  7. Does anyone know how to make items float properly?
  8. Mini Signs are incompatible with MOD items

    LOL - I do have several ... if you call over 100 several. Thanks
  9. Mini Signs are incompatible with MOD items

    Thank you, do I place this code (below) in the modmain?
  10. Mini Signs are incompatible with MOD items

    added the following lines to both the prefab itself and to the modmain Asset("ATLAS", "images/inventoryimages/fruit_truffle.xml"), Asset("ATLAS_BUILD", "images/inventoryimages/fruit_truffle.xml", 256), still no luck (see image below) Is this related to why modded items don't show up when put on shelves in Hamlet?
  11. Just as an FYI - apparently drawing items added by mods results in the same 'blank sign' I've tested several times on items , and although they do have inventory images, the signs remain blank.
  12. Cant connect to any servers

    Are you, or the servers in question, running the open beta? might be a compatibility issue
  13. Also as well - same issue. - have to go to game settings, switch to mouse + keyboard, place boat, then go back into settings and switch back
  14. How does one mod an item to make it float in water? I have inserted MakeInventoryFloatable(inst, "small", 0.2, 0.95) but the prefabs still just sit atop the water.
  15. WX Rook Skin - Horn Pokes Out of A Few Hats

    I still don't see the problem... Put a finger on your forehead, then place a headband (or other hat), tilted back so that the band crosses your forehead above your finger. There you have it, the horn remains. Really, the question should be.. where is the horn going when wearing other hats. Honestly it doesn't make sense when the horn simply disappears. The crown simply rests above the horn (sorry- dont have that costume piece so I had to draw an approximation) Anyway I don't think this is a bug, more of an aesthetic decision of the art crew - since the hats you mention are all 'headband' style.