MidrealmDM

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Everything posted by MidrealmDM

  1. Warly's Spiced Foods

    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. 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.
  3. Warly's Spiced Foods

    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?
  4. Warly's Spiced Foods

    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"). "
  5. Warly's Spiced Foods

    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
  6. Warly's Spiced Foods

    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.
  7. Warly's Spiced Foods

    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
  8. Warly's Spiced Foods

    I am not sure what you mean here....
  9. 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
  10. 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?

     

  11. 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()
  12. 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.?
  13. That is simpler than the Shipwrecked way of doing it. Thanks
  14. 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"
  15. Does anyone know how to make items float properly?
  16. Mini Signs are incompatible with MOD items

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

    Thank you, do I place this code (below) in the modmain?
  18. 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?
  19. 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.
  20. Cant connect to any servers

    Are you, or the servers in question, running the open beta? might be a compatibility issue
  21. 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
  22. 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.
  23. 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.
  24. Find your cluster.ini (backup the file before making changes) eg. "C:\...\Klei\DoNotStarveTogether\Cluster_1" Edit the file and look for gameplay settings you should see game_mode = survival change it to game_mode = endless
  25. Server locked on "Local Only"

    Find your cluster.ini (backup the file before making changes) eg. "C:\...\Klei\DoNotStarveTogether\Cluster_1" Edit the file and look for network settings you should see lan_only_cluster = true change it to false