goldfish911

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About goldfish911

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  1. ding dong I'm back on the forums

    Having used some subpar game forums as of late, i forgot how great the Klei ones are.

    1. Show previous comments  4 more
    2. minespatch

      minespatch

      No idea what you're talking about man.

    3. goldfish911

      goldfish911

      yeah, i realize I may have been wrong

       

    4. goldfish911

      goldfish911

      I think you started following me first in that case

       

  2. Have you considered having it mark the map with an X clientside so you can find the stash a bit easier?
  3. I just realized I posted this in the wrong forum. Could someone please move it to "Don't Starve-Mods and Tools". And for vanilla don't starve, can the autocompiler still be disabled?
  4. Thanks! So if I changed that first line in the OP to this: self.inst:ListenForEvent( "builditem", function(inst,data) self:onbuiltitem(data.itembuilt) end )it would take the item that was created and put it in the function "onbuiltitem" as an argument?
  5. I asked a similar question way back, but I can't find the topic from my profile. So here's my situation. I'm working on fiddling around with a variation of the component kramped.lua. I want to change its purpose from causing events when things are KILLED to causing events when things are CRAFTED or PROTOTYPED. So I noticed this code: self.inst:ListenForEvent( "killed", function(inst,data) self:onkilledother(data.victim) end )and this code: function Danger:onkilledother(victim) --assigns value based on victim, learn to assign value based on item crafted if victim.prefab == "pigman" then if not victim.components.werebeast or not victim.components.werebeast:IsInWereState() then self:OnNaughtyAction(3) end elseif victim.prefab == "babybeefalo" then self:OnNaughtyAction(6) elseif victim.prefab == "teenbird" then self:OnNaughtyAction(2) elseif victim.prefab == "smallbird" then self:OnNaughtyAction(6) elseif victim.prefab == "beefalo" then self:OnNaughtyAction(4) elseif victim.prefab == "crow" then self:OnNaughtyAction(1) elseif victim.prefab == "robin" then self:OnNaughtyAction(2) elseif victim.prefab == "robin_winter" then self:OnNaughtyAction(2) elseif victim.prefab == "butterfly" then self:OnNaughtyAction(1) elseif victim.prefab == "rabbit" then self:OnNaughtyAction(1) elseif victim.prefab == "tallbird" then self:OnNaughtyAction(2) elseif victim.prefab == "bunnyman" then self:OnNaughtyAction(3) elseif victim.prefab == "penguin" then self:OnNaughtyAction(2) end endendSo I've managed to figure out how to set up the functions for various things being crafted or prototyped, but I don't know what event to "listen" for and what data that event contains(item crafted?). Any tips?
  6. I should probably change my name to Lord Hiatus at this rate

  7. This thought occurred to me out of the blue. The most painful process of modding for me is having to relaunch the game over and over to find and resolve little errors in my code that I've overlooked that result in a crash. Is there a way to speed up game launch such as temporarily disabling the texture/anim compiler or is there at least a "spellcheck" built in to sublime text or notepad++ that I can use?
  8. Yee! I get to be a colorist for the trailer for Invader Zim:The Doom Movie! http://izthedoommovie.deviantart.com/