Heavenfall

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  1. Version v25

    17349 downloads

    This mod is available on the Steam workshop! Downloading it from there means it automatically updates when I release new versions. Adds a few Summons (and a building) to accompany you in your travels. Please keep in mind that you are playing a MOD made by a fan, so please report any bugs you find on this page. A special thanks to @WrathOf for providing crucial scripts and tools to making this work. What it does How to install
  2. Version v20

    12134 downloads

    Changes the day-night cycle so that after night comes dawn, then a new day. It also adds a golden butterfly that can appear during dawn. This mod is available on the Steam Workshop! Downloading it from there means it automatically updates when I release new versions. What it does How to install
  3. So once an asset is loaded it is available for everything in the client until the game is closed?
  4. Dawnbreak - golden butterflySummons - chaotic buildable wormholeUnlock all released characters
  5. Edit: This was solved by adding Asset("ANIM", "data/anim/beard.zip"), to the summonbeard prefab instead. This mod has been updated for the test branch. It creates a new tab with a recipe that allows you to summon a beard for any character. It works with "It's not a rock" update, but now crashes the game with no information in log.txt when used for anyone except Wilson. https://dl.dropboxusercontent.com/u/32649007/HF_summonbeard.rar If I add this to the character's asset list Asset("ANIM", "data/anim/beard.zip"),then it works as before and does not crash. This was not necessary in It's Not a Rock. What has changed, and what can I do about it?
  6. These instructions local myrecipe = GLOBAL.Recipe( "myprefab", { Ingredient("wall_wood_item", 10), Ingredient("turf_carpetfloor", 10), Ingredient("slurtleslime", 10) }, RECIPETABS.TOWN, 2) chestrecipe.atlas = "images/inventoryimages/myprefabatlas.xml" -- has 'myprefab.tex' specified inside it.are unclear. It should be local myrecipe = GLOBAL.Recipe( "myprefab", { Ingredient("wall_wood_item", 10), Ingredient("turf_carpetfloor", 10), Ingredient("slurtleslime", 10) }, RECIPETABS.TOWN, 2) myrecipe.atlas = "images/inventoryimages/myprefabatlas.xml" -- has 'myprefab.tex' specified inside it.
  7. Why are we loading modsettings.lua if it is no longer in use?Feature request: dependencies. Enable one mod impossible unless x mod also enabled. Disabling x mod automatically disables dependent mod.What are we doing about load order? I badly need a priority tag in modinfo.lua to prioritize load order. For example if I have a mod adding a component to every character, that mod needs to be loaded after all custom characters are loaded.Also strongly recommend different color values for when a mod is "not available" and "not enabled".The length of the string of the modname is quite limited in the mod screen display. I've got 3 mods with names cut off.Why are we giving a version number if it isn't displayed in mod screen display?
  8. All you really need to do to make new characters is overwrite the global CHARACTERLIST in constants.lua, create the appropriate prefabs (see 'wilson' in prefabs.xml and prefabs/wilson.lua) and you are basically set to go script-wise. You'll be missing all portraits, sounds and animations of course, so you'll have to use existing ones for now.If anyone's interested I can send a file to unlock the unreleased characters, although it'd be for modders only of course.
  9. The Cursed addon, included in the game but de-activated, does something similar.
  10. Spoilers about adventure-mode, don't read if you don't want to know (it's more scripted than sandbox)
  11. I reported an issue related to this here http://forums.kleientertainment.com/showthread.php?11620-Gameplay-Adventure-levels-using-wrong-day-SegmentsThis error is occurring because you are running StartSummer() before the wintersegs and summersegs variables have been adjusted by tuning_override.lua.Edit: At least that is contributing.