RedMattis

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  1. This is a mod I made crashing, but it seems inconsistent in when it crashes. The crash is when examining a mole digging. Sometimes she says generic description of it, sometimes it crashes. [00:02:21]: Console_CreateRoom: roomName RedMattis's World created for id 109775242011523442[00:02:21]: Succesfully removed server listing[00:02:25]: Received request to spawn as seras from RedMattis[Host][00:02:26]: [Fixed] SPAWNING PLAYER AT: (350.00, 0.00, 66.00) [00:02:26]: Serializing user session to session/0FE00002DC1EFFEE/KU_rcx2C0hm_/0000000002[00:02:26]: Loading minimap from session/0FE00002DC1EFFEE/KU_rcx2C0hm_/minimap[00:02:26]: Clearing minimap[00:07:16]: [string "scripts/stringutil.lua"]:5: attempt to index local 'ret' (a nil value)LUA ERROR stack traceback:scripts/stringutil.lua:5 in () ? (Lua) <1-13> topic_tab = table: 15AFD500 modifier = table: 2ECBE838 ret = nil i = 2 v = UNDERGROUND=(tail call):-1 in () (tail) <-1--1>scripts/stringutil.lua:146 in () ? (Lua) <123-149> inst = seras stringtype = DESCRIBE modifier = table: 2ECBE838 character = SERAS specialcharacter = SERAS=(tail call):-1 in () (tail) <-1--1>scripts/components/inspectable.lua:61 in (method) GetDescription (Lua) <53-84> self = descriptionfn = function - scripts/fx.lua:280 inst = 111406 - (valid:true) nameoverride = Raised Dirt viewer = 109642 - seras (valid:true) desc = nilscripts/actions.lua:282 in (field) fn (Lua) <279-294> act = Examine 111406 - (valid:true) targ = 111406 - (valid:true)scripts/bufferedaction.lua:22 in (method) Do (Lua) <19-35> self (valid:true) = options = table: 479BA308 action = table: 15E41C38 doer = 109642 - seras (valid:true) onfail = table: 479B8DA0 doerownsobject = false target = 111406 - (valid:true) onsuccess = table: 479BA128scripts/entityscript.lua:1165 in (method) PushBufferedAction (Lua) <1131-1178> self (valid:true) = DynamicShadow = DynamicShadow (18A7E750) inlimbo = false GetMoistureRateScale = function - scripts/prefabs/player_common.lua:97 SetCameraDistance = function - scripts/prefabs/player_common.lua:1043 ScreenFlash = function - scripts/prefabs/player_common.lua:1097 player_classified = 109643 - player_classified (valid:true) playercolour = table: 18CC6DD0 AnimState = AnimState (18A7DF50) Light = Light (18DCEEC8) OnRemoveEntity = function - scripts/prefabs/player_common.lua:538 pendingtasks = table: 0D7070F0 ShowHUD = function - scripts/prefabs/player_common.lua:1037 sg = sg="wilson", state="idle", time=0.30, tags = "idle,canrotate," IsHUDVisible = function - scripts/prefabs/player_common.lua:1027 ApplyScale = function - scripts/prefabs/player_common.lua:1112 SetGhostMode = function - scripts/prefabs/player_common.lua:454 CanExamine = function - scripts/prefabs/player_common.lua:20 HUD = HUD OnWakeUp = function - scripts/prefabs/player_common.lua:960 Transform = Transform (18A7DF30) actionreplica = table: 0D7068A8 event_listening = table: 18762068 actioncomponents = table: 0D705F70 GetMaxMoisture = function - scripts/prefabs/player_common.lua:87 prefab = seras updatecomponents = table: 44384198 ShakeCamera = function - scripts/prefabs/player_common.lua:1057 OnDespawn = function - scripts/prefabs/player_common.lua:978 persists = false MiniMapEntity = MiniMapEntity (18A7E790) event_listeners = table: 18768BC0 OnSetSkin = function - scripts/prefabs/player_common.lua:1005 replica = table: 0D706178 GetTemperature = function - scripts/prefabs/player_common.lua:47 GUID = 109642 ghostenabled = true EnableMovementPrediction = function - scripts/prefabs/player_common.lua:415 worldstatewatching = table: 4438CC08 Network = Network (18A7E7D0) userid = KU_rcx2C0hm OnPreLoad = function - ../mods/Seras/scripts/prefabs/seras.lua:473 LightWatcher = LightWatcher (18A7E770) inherentactions = table: 4524DA98 spawntime = 15.500000808388 SnapCamera = function - scripts/prefabs/player_common.lua:1049 IsWet = function - scripts/prefabs/player_common.lua:107 ScreenFade = function - scripts/prefabs/player_common.lua:1090 strength = normal entity = Entity (45995B00) name = RedMattis children = table: 45B7F318 OnSleepIn = function - scripts/prefabs/player_common.lua:932 experience = 0 AttachClassified = function - scripts/prefabs/player_common.lua:527 IsOverheating = function - scripts/prefabs/player_common.lua:67 IsActionsVi[00:07:16]: SCRIPT ERROR! Showing error screen [00:07:17]: QueryServerComplete no callback[00:07:18]: QueryServerComplete no callback[00:07:29]: Force aborting...
  2. Does this method still work? I get an error complaining that "IsRecipeValid" isn't declared on the "local OldIsRecipeValid = GLOBAL.IsRecipeValid" line [00:00:03]: Mod: Seras Error loading mod![string "../mods/Seras/modmain.lua"]:114: variable 'IsRecipeValid' is not declaredLUA ERROR stack traceback: =[C] in function 'error' scripts/strict.lua(23,1) ../mods/Seras/modmain.lua(114,1) in main chunk =[C] in function 'xpcall' scripts/util.lua(455,1) in function 'RunInEnvironment' scripts/mods.lua(369,1) in function 'InitializeModMain' scripts/mods.lua(350,1) in function 'LoadMods' scripts/main.lua(246,1) in function 'ModSafeStartup' scripts/main.lua(294,1) =[C] in function 'SetPersistentString' scripts/mainfunctions.lua(24,1) in function 'SavePersistentString' scripts/modindex.lua(82,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(69,1) in function 'BeginStartupSequence' scripts/main.lua(293,1) in function 'callback' scripts/modindex.lua(436,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(416,1) in function 'Load' scripts/main.lua(292,1) in main chunk [00:00:03]: [string "../mods/Seras/modmain.lua"]:114: variable 'IsRecipeValid' is not declaredLUA ERROR stack traceback: =[C] in function 'error' scripts/strict.lua(23,1) ../mods/Seras/modmain.lua(114,1) in main chunk =[C] in function 'xpcall' scripts/util.lua(455,1) in function 'RunInEnvironment' scripts/mods.lua(369,1) in function 'InitializeModMain' scripts/mods.lua(350,1) in function 'LoadMods' scripts/main.lua(246,1) in function 'ModSafeStartup' scripts/main.lua(294,1) =[C] in function 'SetPersistentString' scripts/mainfunctions.lua(24,1) in function 'SavePersistentString' scripts/modindex.lua(82,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(69,1) in function 'BeginStartupSequence' scripts/main.lua(293,1) in function 'callback' scripts/modindex.lua(436,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(416,1) in function 'Load' scripts/main.lua(292,1) in main chunk[00:00:03]: Error error! We tried displaying an error but TheFrontEnd isn't ready yet...
  3. I believe he ended up replacing the prefab though. Anyway I'm still stuck on this. I keep getting this error: [string "../mods/Seras/modmain.lua"]:174: attempt to call global 'AddStateGraphPostInit' (a nil value) when I try to modify the WilsonSG function as suggested. Probably I'm making some error with the AddStateGraphPostInit. I don't really get how it works. AddStateGraphPostInit("wilson", function(sg) local oldOnEnter = sg.states.bedroll.onenter function newOnEnter(inst) if inst:HasTag("nocturnal") then -- Code copied from SGWilson inst.components.locomotor:Stop() if TheWorld.state.isnight then inst:PushEvent("performaction", { action = inst.bufferedaction }) inst:ClearBufferedAction() inst.sg:GoToState("idle") inst.components.talker:Say(GetString(inst, TheWorld:HasTag("cave") and "ANNOUNCE_NODAYSLEEP_CAVE" or "ANNOUNCE_NODAYSLEEP")) return end local danger = FindEntity(inst, 10, function(target) return target:HasTag("monster") or target.components.combat and target.components.combat.target == inst end) local hounded = TheWorld.components.hounded if hounded and (hounded:GetWarning() or hounded:GetTimeToAttack() <= 0) then danger = true end if danger then inst:PushEvent("performaction", { action = inst.bufferedaction }) inst:ClearBufferedAction() inst.sg:GoToState("idle") inst.components.talker:Say(GetString(inst, "ANNOUNCE_NODANGERSLEEP")) return end inst.components.health:SetInvincible(true) -- Just while we play the initial anim inst.AnimState:PlayAnimation("action_uniqueitem_pre") inst.AnimState:PushAnimation("bedroll", false) if inst.components.grue ~= nil then inst.components.grue:SetSleeping(true) end if inst.components.talker ~= nil then inst.components.talker:IgnoreAll() end if inst.components.firebug ~= nil then inst.components.firebug:Disable() end inst:OnSleepIn() inst.components.inventory:Hide() if inst.components.playercontroller ~= nil then inst.components.playercontroller:EnableMapControls(false) inst.components.playercontroller:Enable(false) end else oldOnEnter(inst) end endend)
  4. I have a nocturnal character and I want her to be able to sleep at day, but not night. Any ideas for how to go about this?
  5. @rezecib & @PeterA Thanks. As long as the side-effects of the weird method doesn't effect the players all is good.
  6. For some reason it seems some people joining servers don't get custom items to show up in the skill bar. Anyone have ideas for what could be the cause? http://steamcommunity.com/workshop/filedetails/discussion/360319890/619574421569721115/?tscn=1420667705 Below: example of custom items in my mod.
  7. Is it possible to have more than one recipe for the same thing? Like say I want it to be possible to craft rabbit trap with either the standard recipe or one using papyrus instead of grass? Or even user made recipes like crafting your unique weapon out of either nightmare fuel or gold.
  8. local function master_postinit(inst) -- Ghost TEMP inst.experience = 0 -- default hunger level inst.strength = "normal" inst.components.hunger.current = 125 inst.components.hunger:SetMax(150) -- Emit light at night / Night vision -- WARNING doesn't work at day in caves! local light = inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(10) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.6) inst.Light:SetColour(235/255,12/255,12/255) -- Stats varies day/night inst:ListenForEvent( "dusktime", function() updatestats(inst) end , GetWorld()) inst:ListenForEvent( "daytime", function() updatestats(inst) end , GetWorld()) inst:ListenForEvent( "nighttime", function() updatestats(inst) end , GetWorld()) updatestats(inst) -- Sanity Changes inst.components.sanity.night_drain_mult = 0.5 inst.components.sanity.neg_aura_mult = 1.1 inst.components.sanity:SetMax(TUNING.WILLOW_SANITY) --Update hunger status inst:ListenForEvent("hungerdelta", onhungerchange) --temp test inst:ListenForEvent("hungerdelta", onExperienceGain) --Carnivore, can only eat meat. Can Eat Monster Meat. inst.components.eater:SetCarnivore() inst.components.eater.strongstomach = true inst.components.eater.foodprefs = {FOODTYPE.MEAT, FOODTYPE.BLOOD} return inst endlocal function common(bank, build, anim, tag) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank(bank) inst.AnimState:SetBuild(build) inst.AnimState:PlayAnimation(anim) inst:AddTag("blood") if tag ~= nil then inst:AddTag(tag) end if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("edible") inst.components.edible.ismeat = true inst.components.edible.foodtype = FOODTYPE.BLOOD inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst:AddComponent("stackable") inst:AddComponent("perishable") inst.components.perishable:SetPerishTime(TUNING.PERISH_SLOW) inst.components.perishable:StartPerishing() inst.components.perishable.onperishreplacement = "spoiled_food" MakeHauntableLaunchAndPerish(inst) inst:ListenForEvent("spawnedfromhaunt", function(inst, data) Launch(inst, data.haunter, TUNING.LAUNCH_SPEED_SMALL) end) return instend-- small bloodbaglocal function smallblood() local inst = common("deerclops_eyeball", "smallblood", "idle") if not TheWorld.ismastersim then return inst end inst.components.edible.healthvalue = TUNING.HEALING_MEDSMALL inst.components.edible.hungervalue = TUNING.CALORIES_SMALL inst.components.edible.sanityvalue = TUNING.SANITY_TINY inst.components.inventoryitem.atlasname = "images/inventoryimages/smallblood.xml" inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED) inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM return instendreturn Prefab("common/inventory/smallblood", smallblood, assets)The lower codeblock is mostly copied from the meats LUA.
  9. I'm pretty sure I heard that mentioned about the RoG characters like Webber at least. I think it is better to leave the RoG stuff alone. Klei will probably implement it in some form later. Perhaps free to those who own the DLC with a bit of luck.
  10. Is it possible to create wildcard recipes similar to how the crockpot or drying rack can take several different ingredients?
  11. I'm trying to add extracted blood as a foodtype and get a blood drinking-character to have exclusive access to it similar to WX-78 with his gears. The food items work and are created with the "BLOOD" tag, but I'm still struggling to figure out how to get the character to eat it. I've tried the following (and a few others which simply crashed). (in the master_postinit of the character) inst.components.eater.foodprefs = {FOODTYPE.BLOOD}
  12. Is code missing in AddClassPostConstruct? I get "unexpected symbol near ' '" on the row just below AddClassPostConstruct when testing it. Edit: nevermind copying code from the forum seems to create invisible weird symbols in Eclipse. weird.
  13. I've found the solution for this, so I thought I'd share it with you since it was pretty tough to figure out based on the problem. Basically you need to make the character stop shape shifting while dead. -- All code stolen right from Wolfgang, so some of this might not be relevant for you.-- Just before your conditions which trigger shape shifting. In Wolfgang's case this is his "onhungerchange" function.if inst.sg:HasStateTag("nomorph") or inst:HasTag("playerghost") or inst.components.health:IsDead() then return end-- Enable and disable stuff depending on if the character is alive or dead.local function onbecamehuman(inst) if inst._wasnomorph == nil then inst.strength = "normal" inst._wasnomorph = inst.sg:HasStateTag("nomorph") inst.talksoundoverride = nil inst.hurtsoundoverride = nil inst:ListenForEvent("hungerdelta", onhungerchange) inst:ListenForEvent("newstate", onnewstate) onhungerchange(inst, nil, true) endendlocal function onbecameghost(inst) if inst._wasnomorph ~= nil then inst.strength = "normal" inst._wasnomorph = nil inst.talksoundoverride = nil inst.hurtsoundoverride = nil inst:RemoveEventCallback("hungerdelta", onhungerchange) inst:RemoveEventCallback("newstate", onnewstate) endendlocal function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) endendHope this was useful to someone. Cheers.
  14. WX-78 has kind of a leveling system built in. I think it works pretty well. If you want to create a leveling system I'd suggest looking into his files. I'm using something similar for my Seras Victoria mod. Or will anyway. I'm still working on the last few details and balancing. Personally I prefer to give characters different strengths (and weaknesses!). A scientist character like Wilson I'd rather give unique recipes and gadgets than power up. It fits them better to turn into inspector gadget/Batman, with something for everything then it does to make them bruisers. IMO. I'd be very careful if you are thinking about boosting attributes like movement or attack power though. It can easily "break" many enemies or challenges in the game. A shop system would be really neat, especially if we can get support for more than 6 players and some really huge maps.
  15. True that. Full power Alucard would be really broken. I do have a few ideas for how to make it work though... Though whether or not I'll make him or other characters depends mostly on how much people request it. Might even create Integra Hellsing herself as well if enough people want that. Search and Destroy!
  16. The mod is now updated for Don't Starve Together. http://steamcommunity.com/sharedfiles/filedetails/?id=360319890 Just like Don't Starve Together itself it is still in beta and more stuff is being added. Have Fun!
  17. I seem to be having the same issue. The visibility is set to public yet I cannot find the mod by browsing. It like Haru, my mod is visible in my workshop though. http://steamcommunity.com/id/RedMattis/myworkshopfiles/ http://steamcommunity.com/sharedfiles/filedetails/?id=360319890 Edit: Seems like no mod with a upload date after 20 December is up. It is probably a steam issue
  18. Seras Victoria, The Fledgling Vampire Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=360319890 ---------------------------------------------------------------------------------- -- By popular request. Now updated for Don't Starve Together! -- ---------------------------------------------------------------------------------- Background''Seras was a member of the D11 elite police response unit, until she was mortally wounded by Alucard in his destruction of a vampire masquerading as a priest. On the verge of death, she chose to allow Alucard to turn her into a vampire. Serving beneath Alucard, she now works for the Hellsing Organization and deals with the consequences of her decision.'' Project background and goal I've always liked Seras character from the Hellsing Anime, and in a game like Don't Starve where all characters seem to be going off the edge in one way or another, Seras as a reluctant human-turned-blood-sucking-monster seemed oddly fitting. I will focus on making Seras fun to play more than ''balanced'', with this meaning that playing Seras should be a different experience from playing other characters in don't starve. Playing her is meant to be challenging in its own way. Attributes Health: 260/60* Stomach: 150 Sanity: 120 Damage: x2.0/x0.4* *highest at night when full, lowest at day while starved. Features • Power changes by day/dusk/night • Power changes depending on hunger. Starved/hungry/full. Gets hungry faster when full. • Character model changes depending on power (5 models) • Regenerate hp at night (when not starved). • Night vision. • Sanity loss while starved. • Cold resistant (insulation). • Affected by full moon. • Can only eat meat-type items. Partially meaty food such as meatballs have reduced effect. • Takes no damage eating monster meat, but still loses sanity • Unique speech text. • Unique craftables. • Tweaking, polishing and extra testing. (In other words: more to come) Upcoming changes • More features to come soon! • Unique ghost • Currently I haven't figured out how to do custom recipe tabs, so everyone can craft the implemented unique items until then. Tips and tricks General survival 1. Seras is very weak during the day, especially when hungry. Avoid all confrontation with enemies when possible during the day. Even a few frogs can be dangerous to a starved Seras during the day. 2. Seras has night vision and she is extremely strong during the night as long as she is above 60 hunger. You can use this time to kill spiders, beefalo, werepigs and other dangerous opponents with relative ease. 3. Caves are considered constant night, and since Seras excels at nightly adventures you should not hesitate to explore the lands underground. 4. Seras' unique weapon is quite affordable and has the same power as a tentacle spike. It drains Seras own health when used though, so using it during the day or when starved is not recommended. 5. You may want to sleep through the full moon. Dealing with hunger and health 1. Seras cannot eat non-meat food, but this does not stop you from using this food as bait for tasty animals. It is a good idea to create a large number of traps with bait near rabbit holes to get a stable source of meat early on. 2. Seras does not take health damage from eating damaging food. This means that spiders and the like are a passable source of meat. When you can create monster jerky and have some sanity improving clothes you can use monsters as your primary source of food. 3. If Seras stomach is filled above 145 she will become somewhat more powerful but drain hunger quickly until she goes below 130. She drains hunger even faster during the day while in this state. An advantage is that she will slowly regenerate health during the evening and night while in this state. 4. Seras slowly regenerates health at night while above 60 hunger. Since caves are considered constant night you can use caves to get your health up when no other health restoration is available. 5. When cooking try to stick to cooking ''meaty'' recipes such as Meaty stew, Honey ham, Bacon and eggs with the crock pot. Less meaty recipes have reduced effect on Seras. Update Log: 1.6 First steam version 1.7 • Added 4 new character apperance dependant on power • Rebalanced hunger • Increased night vision radius • Added full moon effect. Special Thanks to: Sukoushi TheDanaAddams debugman18 Vazura Heavenfall You guys helped make this mod possible!
  19. Seems to be a tough one to figure out. I'm stuck trying to do the same thing.
  20. Try something like this: local function updateHungerRate(inst) if TheWorld.state.isday then inst.components.hunger:SetRate(1.5*TUNING.WILSON_HUNGER_RATE) end elseif TheWorld.state.isdusk then inst.components.hunger:SetRate(1*TUNING.WILSON_HUNGER_RATE) end elseif TheWorld.state.isnight then inst.components.hunger:SetRate(0.5*TUNING.WILSON_HUNGER_RATE) endendinst:ListenForEvent( "dusktime", function() updateHungerRate(inst) end , GetWorld())inst:ListenForEvent( "daytime", function() updateHungerRate(inst) end , GetWorld())inst:ListenForEvent( "nighttime", function() updateHungerRate(inst) end , GetWorld())
  21. Should a mod be resubmitted for Don't starve Together or will setting "dst_compatible = true" in the modinfo lua add it to the Don't Starve Together modlist?