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About nailertn

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  1. Buzzards still land on air

    18 months later this is still happening. I went to a cluster of ~15 buzzard icons during winter. Put out monster meat as lure to several locations that resulted in one of three things: If the buzzard was airborne it either ignored the meat completely for the entire day, or it landed on an invisible layer above ground level - was much bigger than normal due to camera distance and couldn't be attacked - and ate it. There were a few already on the ground that got interested in some penguins, those I could attract with meat just fine. Now the interesting part: I started autumn - TheWorld:PushEvent("ms_setseason", "autumn") - and suddenly all of the buzzards started behaving normally. They all immediately landed and hopped towards the placed lures.
  2. Better Console

    Good stuff! Was wondering: Is it possible to wedge a _G lookup in the code before the input gets executed so that we can add our own stuff as real console commands instead of having an interactive Lua mode? For example typing c_nextday instead of c_nextday() and the code searches _G['c_nextday'] first and calls it if exists, execute normally if not?
  3. Here is an updated personal version I use - provided as is - until eLe updates the original.
  4. Break The Ice

    I assume this was one of the mods that a random guy uploaded to workshop as his own and got deleted. I made my mods available there so you should be able to see it now.
  5. Strongbox

    Like I said, don't worry about it. API version is mainly for developers, and only a crude fallback option for users if there isn't any better way to tell whether a mod is up to date or not. The game simply checks if a certain number equals 3, and if it does it tells you everything is up to date. Even if the udnerlying code is actually horribly broken and outdated. I use an older api_version to circumvent a bug in the built-in mod manager. This has zero implications on your gameplay experience, the mod is fully compatible with the current version of Don't Starve.
  6. Strongbox

    It's just a number the game checks against in the mod's info file, don't worry about it. The 1.1 version should work just fine. Fixed, thanks for reporting.
  7. Break The Ice

    It is supposed to be empty. Everything is happening in mod/scripts/prefabs/pond.lua, the game uses that instead of the original.
  8. Strongbox

    My thinking was to make it provide slightly less space and cost slightly more than two regular chests would, in exchange for a tad easier inventory management and less base clutter. That said the recipe is not carved in stone.
  9. Strongbox

    Version 1.1


    Tier two 16 slot craftable chest. Background image from RPG HUD.
  10. Break The Ice

    Version 1.0


    Allows ice over ponds to be broken with a pickaxe. It can't freeze again for 3-6 hours. Frogs and mosquitos won't spawn if it's winter, however fish can be caught.
  11. What Is Your Favourite Food?

    Pierogi for health, taffy for sanity.
  12. It worked, thank you. Though I'm not sure why. Isn't it the purpose of Asset() to tell the game where assets are located and when to load them into memory? What's the point if paths are hard coded?
  13. I have a custom craftable chest and for the life of me I can't get its own icon to show up on the crafting tab. In modmain.lua I do: AddSimPostInit(function() GLOBAL.Recipe("strongbox", {GLOBAL.Ingredient("boards", 5), GLOBAL.Ingredient('rope', 2), GLOBAL.Ingredient('goldnugget', 1)}, GLOBAL.RECIPETABS.TOWN, GLOBAL.TECH.SCIENCE_TWO, "treasurechest_placer",1) GLOBAL.Recipes.strongbox.sortkey = GLOBAL.Recipes.treasurechest.sortkey + 0.1 GLOBAL.Recipes.strongbox.atlas = GLOBAL.resolvefilepath('my_assets/strongbox_icon.xml') GLOBAL.Recipes.strongbox.image = 'strongbox.tex'end) I add Asset('ATLAS', 'my_assets/strongbox_icon.xml') to both modmain.lua and strongbox.lua that is in my_mod/scripts/prefabs for good measure but it doesn't work. The game can find the file because it wouldn't even load with a random filename, and the atlas + tex file is also working because it shows up just fine on the crafting tab if I overwrite the original inventoryimages.tex and inventoryimages.xml. Can anybody please clue me in on how this should be done? Thanks!