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About MidrealmDM

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  1. Well, I was running AddCookerRecipe from the prefabs... and apparently that made the difference. I moved the AddCookerRecipe lines to the modmain and all the images load properly now. Hooray! Thank you @IronHunter for all of your patience and assistance.
  2. Well.. I just checked and its still not working for me.. so i've done something wrong @IronHunter - What is the name of your mod? maybe I should look over the whole thing?
  3. I'm sorry, but my lack of lua knowledge is showing here, I'm not sure what you mean extended the stewer functions? There is this Which seemed to have the same issue (solved), but I can't figure out what was done to fix it. "The solution was to remove the recipe & call to AddCookerRecipe from scripts/prefabs/applesauce.lua, leaving only the prefab code there, and create a new file called scripts/recipes.lua, which I then ensured loaded through my modmain.lua with a call to modimport("scripts/recipes.lua"). "
  4. Thank you for your help, I am having the same problem... the foods dont appear in warly's cookpot, nor at the spicing station. From portablespicer.lua: ===================================== local function ShowProduct(inst) if not inst:HasTag("burnt") then local product = inst.components.stewer.product local recipe = cooking.GetRecipe(inst.prefab, product) if recipe ~= nil then product = recipe.basename or product if recipe.spice ~= nil then inst.AnimState:OverrideSymbol("swap_plate", "plate_food", "plate") inst.AnimState:OverrideSymbol("swap_garnish", "spices", string.lower(recipe.spice)) else inst.AnimState:ClearOverrideSymbol("swap_plate") inst.AnimState:ClearOverrideSymbol("swap_garnish") end else inst.AnimState:ClearOverrideSymbol("swap_plate") inst.AnimState:ClearOverrideSymbol("swap_garnish") end if IsModCookingProduct(inst.prefab, product) then -- this part appears to be trying to pull in a new image/animation inst.AnimState:OverrideSymbol("swap_cooked", product, product) else inst.AnimState:OverrideSymbol("swap_cooked", "cook_pot_food", product) end end end ============================================ I can only conclude that it is not pulling the image correctly. interestingly - the cookpot.lua has the following ===== inst.AnimState:OverrideSymbol("swap_cooked", overridebuild or "cook_pot_food", product) ===== and that seems to work... But i'm at a loss
  5. oops.. I had them backwards - the cookpotfood.lua in scripts and the recipe list or 'W101_menu.lua' was in prefabs, after swapping them I got past that error. Thank you, However, although the spiced food items are in the game and can be loaded with debug command, When I try to create them using the spice station, I end up with spiced wet goop.
  6. It does indeed.-- Ive made several modifications - but I am getting an error.. "[string "../mods/waiter-381565292/scripts/W101_cookp..."]:431: attempt to call global 'require' (a nil value)". 431: for k,v in pairs(require("W101_menu")) do 432: prefs[#prefs+1] = MakePreparedFood(v) 433: end I am not sure why I am getting an error, as it is the same as your example... W101_cookpotfood.lua
  7. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  8. 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
  9. 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?


  10. 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()
  11. 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.?
  12. Ok - so I rebuilt the xml and tex, but I get this error "variable 'UpvalueHacker' is not declared"
  13. LOL - I do have several ... if you call over 100 several. Thanks