w00tyd00d

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Everything posted by w00tyd00d

  1. I found this little typo in the code of the "walrus_camp" prefab file. On line 133, the variable you're declaring is "DespaenedFromHaunt" instead of "DespawnedFromHaunt". This causes the function on line 148 in the same file to become global instead of remaining local to the walrus_camp prefab (also why it still "works" and doesn't crash the game). It's nothing too serious as it's only a very small function, I just figured I'd let it be known
  2. Found this little interesting bug when trying to mess with creating custom world presets. If you save a custom world preset in one preset slot and then, without changing anything, go and save a custom cave preset to the same preset slot (or vice versa, cave first then world) and then launch the world, you will get a world with 2 of the same shard types. It will be the world type of whatever preset you saved last, so if you save the world preset first then the cave preset, you'll get 2 cave worlds and vice versa. These are from the same world: And then these are from a different world generated the other way, with two overworld shards: Just thought I'd shed some light on it for you guys
  3. I actually have a snippet of code that I used for a personal mod of mine that might help you. I have this little mod that has a collection of small changes to the game I like to make for my own server (I've thought about publishing them, just haven't gotten around to it ) and one of the changes I added was to be able to do more damage to a treeguard when using a hatchet (as well as making a woodcutting sound for confirmation that you're doing more damage). However, because the "onattack" callback doesn't happen until after the damage was already done, it wouldn't apply the increased damage until after the first attack was made. Then if you were to attack anything other than a treeguard after that, it would do the increased damage first and then adjust itself when the "onattack" callback is made. So, to fix this I pretty much just made my own callback to the combat.lua that happens before everything else when you attack that would adjust the damage accordingly to your target. The code goes as follows: For your case, what you'll probably want to do is first store the original damage value to a local variable in your PostInit function. Then in your "onproc" function, create a check that checks for the particular critter that's following you, and if it is, use the weapon:SetDamage() function to set the damage to the locally stored damage variable * your multiplier: By storing the original damage value in "old_damage", any other changes to the damage prior will also apply. It will all be forcibly multiplicative, but will all still be compatible with each other nonetheless. The good thing about this set up is that it's a universal callback and is, as previously stated, pretty much identical to that of "onattack" with the exception that it's called before the actual attack is made. So now you have access to both before and after an attack, which only leads to more precise control of how weapons can interact with things when they attack. Hope this helps!
  4. To those who are having the problem of it not being persistent amongst saves, the problem the 2nd line of code is referring to a variable, not a function. So to actually assign the value, you have to do this instead: TheWorld.topology.overrides.specialevent = SPECIAL_EVENTS.WINTERS_FEAST Then just save and exit your game and it will reboot your world as if it were in that event. You actually don't even need the first line of code at all, the game does that part automatically when you restart. Without restarting your game, the crafting tabs won't get updated and will still be stuck on the previous event (as well as maybe a couple of other things), so restarting your game is just the safest way to make sure everything involving your designated event initializes properly.
  5. Ok, after ripping my hair out trying to solve the issue I think I finally figured out what the problem was. Apparently it will not let you upload a mod from the same directory to two different workshop submissions. I had to make a separate directory (even though it's still literally the same mod lol) to upload to DS and it went through... If I could make a suggestion, it'd be to perhaps change the error I was getting to reflect such an issue :\ had I'd not experimented trying anything I could, I wouldn't have solved this issue. Even according to the log, it really never pointed towards that being an issue. Either that or even laying out the proper guidelines and prerequisites for uploading a mod, like also needing to change the version number with each update or you'll also get an error...Took a little time to figure that one out too lol It's okay, you guys are still my favorite indie company but yeah you can close this, I think I've managed to figure out my issue
  6. You should look up your client_log.txt and post that, usually what happens if you can't move or are invisible is because you pass authentication when connecting, but crash client side before the server can even manage to get any info from you. When you edit your post, I think there's an instruction if you scroll down to show you the path of where the log is on your computer, but in case there isn't its usually Documents\Klei\DoNotStarveTogether\client_log.txt
  7. I made a post about this on the modding forum here but I thought it might be necessary to post it here since it's also a technical issue. Over the weekend I had an issue updating my mod because I kept receiving an "EResult 9" error from the uploader. The mod itself worked fine and I didn't think there was any corruption, so I thought it had to be on Steam's end. I tried today and I did manage to update my already existing DST mod, but now I'm trying to upload it to DS as well and am now getting the same exact error... What exactly does this error entail? Is there anything I have to do differently or double check before uploading? As I stated in that post, I had a similar problem uploading a mod earlier in the year because I kept getting "EResult 25" as an error and @PeterA came to the rescue and helped solve the issue (I guess it had something to do on your guys' end?) I've attached a copy of my mod and the ModUploader log if you want/need to take a look at them. I'm more than happy to comply if you need me to do/check anything for you, I'd just like to be able to update/upload my mods :\ Repair Mod_w00tyd00d.zip
  8. Thanks @PeterA uploaded fine for me now, you're the man! Haha yeah you're restricted to both having to use a different image than any of your other mods (for testing purposes, I just use the same image but have to move it by one pixel to have it registered as "different" lol) as well as you need to change the version number in the modinfo or else the uploader will give you an error.
  9. Ok, just tried re-uploading my mod to a fresh new page and I still ended up getting the same error. I'm hoping this isn't a problem on Steam's end since they don't really have the best track record of expediting anything workshop related lol but it's starting to point more and more towards that
  10. I have two other mods on the workshop, both set to friends-only, and I had just uploaded them maybe about a week and a half ago (just recently got more in to modding ;X). I have downloaded the beta branch while it was still testing Winter's Feast event, but I haven't used it since that event went live; I've been on the live branch all throughout the Year of the Gobbler event. Maybe instead of updating my previous mod, I'll try re-uploading the mod to a new page and see if that works. Might have something to do with how it's trying to update the older files currently on the workshop? Since my mods are technically still in their testing phases anyways, it wouldn't be hurting me much to do so.
  11. It's been happening to me and a few others for the past 5 days as well, there's a few posts on the steam discussion board talking about it. If you want I can send you my mod to see what's wrong? It's still somewhat of a beta so I hope you don't mind if I send it to you directly. Let us know if there's anything we need to change.
  12. I just wanted to say thanks again to [MENTION=7126]Raccoon Superhero[/MENTION] for holding the contest. The T-Shirt is amazing!
  13. 12 o'clock and all's well.....Where are you [MENTION=54978]Mathspy[/MENTION]?
  14. Haha camp out as much as you like I'm always happy to play for people!
  15. Hello fellow scientists! I've finally gotten around to writing more than one Don't Starve related song, so I decided I'm going to make a collaboration of all the songs I make and put it in to one thread, like all you wonderful artists do with your wonderful art. As I've said in the past, there's a lack of any music related threads in the art section and I would like to fix that (JoeW was even nice enough to change the title of the section for us musicians, thanks Joe!) I can't promise how often I will be updating this thread, but I still appreciate any and all support! Right now I'm only working off of a laptop with a built-in microphone (hard to save up money when you're paying rent/bills @_@) but hopefully I'll be able to get my hands on some better equipment in the future. Either way, I hope you guys enjoy my songs!Ode to Maxwell - This was a campfire song I wrote for Raccoon Superhero's Campfire Song Contest (and it won 1st place ) A nice little folk song with an upbeat tempo about our favorite dapper antagonist.LYRICS: Don't Take My Krampus Away - This is my little contribution to the Team Krampus thread in order support our favorite hoofed holiday-themed mob. It's a little bit of a slower song but it follows a nice minor chord progression.LYRICS: ....more to come, stay tuned!
  16. YES!! :DAwesome! I was getting anxious to see the results xD thank you so much for the kind words! Aww man this just made my week
  17. Ok that's fine, I just didn't really think that ending the lines with "winter" and "dinner" sounded too appealing to the ears (felt rushed to sing, too) I'll leave you to ponder it and see what you think. Actually I went back and listened to Die's recording and I like how she worded with with the original lyric. So that one we can omit
  18. Ok even better revision to that line:Stand still when a forest fire grows.Is that a little better [MENTION=13073]~Matt[/MENTION]?EDIT: Disregard this message, I'm an idiot xD "stand still" was already used for another line prior
  19. Ok, in the end it's up you guys, I was just trying to make it a little easier for [MENTION=42963]diekunstler[/MENTION] and myself to sing (the male vocalist harmonizes with the lead during the bridge). Also I've come to the conclusion that we're probably going to end up using the karaoke version of the song for the instruments, only because my recording software stinks...(I can get my guitar to sound OK, but it wasn't pretty when I tried recording the piano...)
  20. I actually took a look through the lyrics this morning and I sort of agree, there are a couple places that seem to be a little jumbled in the timing. So I hope [MENTION=43632]ral365[/MENTION] and [MENTION=13073]~Matt[/MENTION] don't mind me putting in my two cents, but here's my little revised version that I think rolls off the tongue just a little more. Each line I changed I marked with "~~~~~" and I made sure that whatever I changed, it didn't change the message of whatever that line was saying. All I did was switch up the wording a bit.
  21. Haha cheers man. And yeah I'd be honored to do the PSA message at the end let me know what you want me to do/record bud. You should hop in the Dapper Den later and we'll talk more about it.