woogigooie

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About woogigooie

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  1. Version 1.2.5

    31 downloads

    It's glommer but on top of your noggin...! (Steam Workshop page : https://steamcommunity.com/sharedfiles/filedetails/?id=1685199091 ) Recipe is : (1x Glommer wings, 1x Glommer Flower, 10x Petals) OR (1x Glommer wings, 1x Glommer Flower, 10x Beefalo Wool) (Changed via Config options) Gives 3.6 Sanity per minute, (0.3s/m higher than Top Hat) Lasts 50% longer than tophat and is repaired using the sewing kit. Has an insulation factor similar to that of earmuffs. Features a changing inventory icon when equipped/not equipped, And occasional Glommer "Bzzrts" Roughly once a day it'll make a vomit noise and spawn a Glommer goop at your feet. It's also got a sanity aura when on the ground, It provides around the same amount of sanity as wearing it. Please report any bugs or issues and I'll jump on them right away! ALL ASSETS USED WERE FROM GLOMMERS ANIMATION SHEET, AND THEREFORE BELONG TO KLEI. I TAKE NO OWNERSHIP OVER THE TEXTURES USED.
  2. Version 1.1.1

    62 downloads

    A sharper spear for all your spear needs! (On Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1686956723 ) Crafting it costs 2 Hound's Teeth, 1 Rope, and 2 Twigs. (This is configurable in the config options) It deals 45 damage and has 150 uses. Comparison: The Spear does 34 (150 uses) The Tentacle Spike does 51 (100 uses) The Dark Sword does 68 (100 uses) It's got the same durability as the Spear, AKA 50% more durability than the Tentacle Spike/Dark Sword. Just in case you're low on Nightmare Fuel for Dark Swords. Spear base and ropes belong to Klei and their Spear texture. Teeth texture used as the blades were made by me with reference to Klei's Hound's Tooth item texture for color. Has "Throwing Spear" mod support, even though the creator on the workshop says it's outdated and may be buggy. It still works. (This particular one https://steamcommunity.com/sharedfiles/filedetails/?id=354415247)
  3. I'll be honest, I thought his head was way too big for a while. There's only a small handfull of hats that pose a problem like this, most of them work fine. The only reason I specified certain hats in postinit was because most arent problematic, so applying it to all of them would cause alot of clipping. And while yes, some do clip and it certainly could work better. The clipping is relatively minimal compared to the likes of the hive hat. Solely because on the side shot the forehead of the hat was so far receded compared to the front. The front looked fine for the most part.
  4. I'm attempting to use postinit to make it load "HEAD" instead of "HEAD_HAT", However it seems like it's ignoring it. I guess it's running the postinit before the normal onequip function so Show("HEAD_HAT") gets said after it. Is there something I'm missing or is it just not possible from this direction? I'll do it from his character script if need be but this way seemed like it'd be easier. I may just make an alternate head for this and a few other problem-hats. But I already have 3 alternate heads because I have the "beard" as headbase textures EDIT: After reviewing the block like 50 times I think I spotted the problem. And I really should've sooner. It was the problem. The "OldEquip" needed to be moved. I thought it was weird that it was running after the original code...
  5. Is it possible to load the Hair layer (specifically hair-2) over the armor body? I'd use the pigtail layers but that doesn't accomplish what I'm trying to do. Basically trying to accomplish the left but with armor equipped. I've been looking through the spriter file that compiles the player build but I haven't noticed anything in particular that might do this.