• Content Count

  • Joined

  • Last visited

 Content Type 




Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by Silentdarkness1

  1. ....then I seem to be having a slight problem. I uninstalled ONI, wiped the folder, scoured my PC and reinstalled from scratch, and yet it's still modded? Is there some folder I forgot about? EDIT: ...Nevermind. I see the problem now. Apparently, Steam decided not to actually delete everything like it was supposed to. Ok, it's fixed now.
  2. When I try to start up ONI, the message about a black hole having eaten my game happens before I make it to the main menu for only a moment, then the Early Access screen shows up and the game CTDs on me. Attatched is the Output log. For further clarification, I already tried deleting my save folder, reinstalling ONI multiple times and even restarting the computer. Nothing's been able to fix it.
  3. A good idea. We'll look into it at a later data. For now, we need to rest, lel.
  4. [00:01:20]: [string "../mods/Shields - Unfinished/scripts/prefab..."]:104: attempt to index field 'owner' (a nil value) LUA ERROR stack traceback: ../mods/Shields - Unfinished/scripts/prefabs/lightshield.lua:104 in (field) fn (Lua) <48-118> scripts/mainfunctions.lua:206 in () ? (Lua) <195-237> =[C]:-1 in (method) SpawnPrefab (C) <-1--1> scripts/mainfunctions.lua:254 in (global) SpawnPrefab (Lua) <248-256> scripts/util.lua:24 in (global) DebugSpawn (Lua) <20-31> scripts/consolecommands.lua:365 in (global) c_give (Lua) <361-376> c_give("lightshield"):1 in () ? (main) <0-0> =[C]:-1 in (global) pcall (C) <-1--1> scripts/mainfunctions.lua:1409 in (global) ExecuteConsoleCommand (Lua) <1401-1418> scripts/screens/consolescreen.lua:146 in (method) Run (Lua) <133-148> scripts/screens/consolescreen.lua:159 in (field) fn (Lua) <157-164> scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> scripts/update.lua:170 in () ? (Lua) <149-228> We added this to the code.... inst:DoPeriodicTask(5, function() if inst.components.inventoryitem.owner ~= nil then inst.components.inventoryitem.owner:ListenForEvent("armorbroke", onbreak) end end) And got this instead: [00:01:58]: [string "../mods/Shields - Unfinished/scripts/prefab..."]:14: attempt to index field 'Transform' (a nil value) LUA ERROR stack traceback: ../mods/Shields - Unfinished/scripts/prefabs/lightshield.lua:14 in (local) fn (Lua) <13-17> scripts/entityscript.lua:1035 in (method) PushEvent (Lua) <1022-1049> scripts/components/armor.lua:7 in (local) fn (Lua) <1-10> scripts/entityscript.lua:1035 in (method) PushEvent (Lua) <1022-1049> scripts/components/armor.lua:77 in (method) SetCondition (Lua) <71-90> scripts/components/armor.lua:133 in (method) TakeDamage (Lua) <132-138> scripts/components/inventory.lua:285 in (method) ApplyDamage (Lua) <252-290> scripts/components/combat.lua:417 in (method) GetAttacked (Lua) <405-480> scripts/components/combat.lua:843 in (method) DoAttack (Lua) <793-867> scripts/stategraphs/SGhound.lua:72 in (field) fn (Lua) <72-72> scripts/stategraph.lua:568 in (method) UpdateState (Lua) <536-580> scripts/stategraph.lua:607 in (method) Update (Lua) <599-627> scripts/stategraph.lua:125 in (method) Update (Lua) <109-148> scripts/update.lua:218 in () ? (Lua) <149-228> EDIT: We fixed it. Had to use inst instead of owner.
  5. Eusong has the code for that right now. When I get in touch with her again, she can give it.
  6. We tried that. It didn't give the item. Going to need an example to work with.
  7. So, we're trying to make a tool for the player to use, that, when it hits 0% durability, instead of breaking, will go in the player inventory and stay there, unusable until it gets repaired. I'm aware that we'd need to add a repair action, but we're struggling to actually work out how to make this happen. I did find an old thread with some code from w00tydood, but it didn't actually work. Could use a hand here on figuring out how to make this work.
  8. Well, it's been a while. Let's see what kind of memery this thread has going................................................................on.
  9. Alright. If we run into more problems, we'll let you know here, and then we'll try to iron it out if possible.
  10. UPDATE: So, after having gotten someone else to pitch in and help on Discord, we managed to make a great deal of progress: Many thanks to @PeterA for the piece of code that helped us get this far! However, there is now a new problem after unequipping. The hand animations seem to be permanently borked after unequipping the shield. local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_buckler", "swap_buckler") owner.AnimState:SetMultiSymbolExchange("swap_object", "hand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst:ListenForEvent("blocked", OnBlocked, owner) end local function onunequip(inst, owner) owner.AnimState:SetMultiSymbolExchange("hand", "swap_object") owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") inst:RemoveEventCallback("blocked", OnBlocked, owner) end This is in the shield prefab file, not modmain. We're still trying to figure out why this isn't working out. We know about the build name, but that shouldn't be doing this. Any ideas would be appreciated.
  11. From Klei community members. Rules are rules, and I really don't want to risk running afoul of Klei because I skirted the rules a bit too much. Now, if someone from Klei was to give the go-ahead, then I guess we could try that.
  12. that you mention it, isn't there an API for modded custom skins? Although even if we did do that, we'd need a way to force that skin to always be on. EDIT: No, that wouldn't work either. Illegal to do that to make it work with standard characters.
  13. An acceptable alternative would be for the shield to just generally be over the entire player character's body, instead of just above the arm/hand.Something has to be done, because it looks very wrong the way it is now.
  14. ....Wait. Would a fake hand image work? A blank graphics file listed as a hand for all characters?
  15. There has to be some sort of solution. I don't suppose it's possible to somehow catch equipping of hand skins and make the changes as needed?
  16. Well, in theory, the hand is supposed to be "hidden" behind the shield. That'd be perfect,actually.
  17. So the asset bundle needs to simply have all the hands and such placed inside it? Or is it more involved than that? Sorry, we've never really had to deal with something as complex as this before.
  18. So you're saying that we need to specify a specific subsymbol, then? Like... owner.AnimState:OverrideSymbol("Hand-1", "swap_buckler", "swap_buckler") ?
  19. We can't seem to find the symbol to override to make hand disappear. More instruction needed. We've gotten both hands to become shield, we've gotten hands to become invisible, but no shield. We've gotten Wilson to just become shield. We've also made armless Wilson move shield with telepathy. Can't make carry hand disappear.
  20. Not really. The way the shields are made, what you're seeing is the front. With the other shields, it'll be rather plainly obvious that this is the front, and can't work as the back. We'll try fiddling with the hand, see if we can make that work.