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Posts posted by Mr. Tiddles
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Jinkies Scoob! A mystery to solve!
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29 minutes ago, FairyInABottle said:I ran through it multiple times and I don't like it. Am I allowed to not like it? Content being too complicated or obtuse is a valid reason to not like it or want to engage with it. I don't want to have to have a guide open for every aspect of the game.
There's no downside to just planting seeds and letting them grow compared to the old method(in fact, you still get far greater yield); all the 'complicated' caretaking is just for people who want to focus on farming to get extra.
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Shhh, you hear that?
I think I hear JoeW in the distance... coming to lock this thread.
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Hey that's pretty nice
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Another thing is how if you want to implement custom mob/boss music you have to do some whacky voodoo, as explained below:
SpoilerUsing Fuelweaver as the example, his music is called via:
ThePlayer:PushEvent("triggeredevent", { name = "stalker", level = level })
The "name" data is is referring to a loooong list of songs -- which is a local variable in the dynamic music component. The dynamic component then checks the list for the name and its song. (Just for those who aren't aware. I probably explained it poorly)
It would be wonderful if there was an "override" data or the likes that let us bypass the list so we could more easily add our own music. So the PushEvent would look more like this:ThePlayer:PushEvent("triggeredevent", { override = "dontstarve/music/custom_song"})
I imagine it would look something roughly like this in dynamic music (Note it's the exact same function with one minor change):
local function StartTriggeredDanger(player, data) local level = math.max(1, math.floor(data ~= nil and data.level or 1)) if _triggeredlevel == level then _extendtime = math.max(_extendtime, GetTime() + (data.duration or 10)) elseif _isenabled then StopBusy() StopDanger() --Just a quick check to see if there's an override down here oughta do the trick. local music = data ~= nil and data.override ~= nil and data.override or TRIGGERED_DANGER_MUSIC[data.name ~= nil or "default"] or TRIGGERED_DANGER_MUSIC.default music = music[level] or music[1] if #music > 0 then _soundemitter:PlaySound(music, "danger") end _dangertask = inst:DoTaskInTime(data.duration or 10, StopDanger, true) _triggeredlevel = level _extendtime = 0 end end
I hope this was somewhat legible it's like 4am
btw Klei I will implement all of these suggestions for less than minimum wage plz hire me I lost my job to covid
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1 minute ago, ADM said:Snip
For sure, I'll be doing the leaves and branches all separate. That was just a little something to get the silhouette ready. I'll get started proper first thing in the morning (and will have to fiddle a bit because I've never drawn cherry blossoms or cherry trees so that'll be a fun experiment).
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I reckon I could lend a hand! Already did a quick sketch based on the current trees I feel keeps the energy of 'em. Shouldn't have to reanimate them if you have the raw sprites- unless you think those could use a touch-up as well, which I can do.
Uncoloured obv, and very basic shrubbery-
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thanks very cool
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1 hour ago, NinofanTOG said:Stop. Hold the phone, I'm about to blow everyone away:
The fences are exactly the white fence skins from ingame - given to us in this year's Year of the Carrat event via random drop or available for purchase in the Builder's Belongings Chest Bundle for $11.50 AUD or regional equivalent. What else is ingame?
Abigail.
Abigail is white and vaguely fence-shaped. Now notice there are missing fence posts where either the rock dislodged them or perhaps they were built around the rock. Surely there's no logical reason to leave such a large hole in fencing for just a rock, though, right?
Abigail is the missing fence post, people. WAKE UP!-
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A possible workaround may be to add another function that's triggered on any right mouse input and makes sure if Warf should be able to dash, but doesn't, it forces them to. My only problem there is figuring out how to check for that specific input as this is newish territory for me.
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On 1/1/2020 at 4:14 AM, thomas4846 said:[00:32:47]: [string "scripts/actions.lua"]:962: attempt to index field 'combat' (a nil value)
The issue is actually in the combat action.
Actions.lua:
ACTIONS.ATTACK.fn = function(act) if act.doer.sg ~= nil then if act.doer.sg:HasStateTag("propattack") then --don't do a real attack with prop weapons return true elseif act.doer.sg:HasStateTag("thrusting") then local weapon = act.doer.components.combat:GetWeapon() return weapon ~= nil and weapon.components.multithruster ~= nil and weapon.components.multithruster:StartThrusting(act.doer) elseif act.doer.sg:HasStateTag("helmsplitting") then local weapon = act.doer.components.combat:GetWeapon() return weapon ~= nil and weapon.components.helmsplitter ~= nil and weapon.components.helmsplitter:StartHelmSplitting(act.doer) end end act.doer.components.combat:DoAttack(act.target) <LINE 962 return true end
May I see the rest of your mod to see what's up?
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3 hours ago, Hornete said:With the previous code (I thought I explained this in my post, but I guess it got deleted somehow)
The dash would work fine without lag compensation enabled, but when it was enabled. That's when the bug randomly started happening. I removed the useitem part and it just seemed to work 100% of the time.Ah- that would explain it! Changing lag compensation causes the ability to be lost as well, as does relogging into the game. Which sadly, it's still happening.
There's also a strange thing that happens - if I have "inst:AddTag("candash") into the OnSetOwner function, you're able to dash after spawning but not after relogging, but the opposite is true if the "inst:AddTag" is in the common_postinit. Regardless that only makes it more stable as picking grass can randomly break it still, but it gives that initial stability.
Adding "inst:AddTag("candash")" to both the common_postinit and the OnSetOwner did make it work on both fresh spawns and relogging! Though sustained stability still needs to be adressed. It's an improvement at least.the game was making it seem like it helped to mess with my head. -
3 minutes ago, Hornete said:-big snip-
Really? That was a recent addition and it was happening then. Let me try...
And was it working specifically on predictive or even on none?
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Like it says on the tin, occasionally performing certain actions (like picking grass) will cause my character Warfarin to be unable to use their dash ability while moving via direct input (holding WASD or mouse 1, clicking to move is fine - only holding the buttons stops it). Relogging also seems to break it. I've noticed Wortox has the same issue even with no mods installed but Warfarin seems to break alot more frequently. Even when I directly copied all of his code into Warfarin's.
I've spent a good month or so trying to troubleshoot this, and all I've came out with is:
A) It's not a stategraph issue as it doesn't even trigger the pre-act state;
B) It doesn't seem to be the test of whether Warf meets the criteria to dash at that moment (IE, doesn't have the "nodash" tag);
C) Forcing the character to double-check they've abandoned any failed/succeeded actions doesn't work
D) It's really annoying.
If any smarter folk than I could pitch any ideas to work around this bug - because it has to be a bug if it's affecting an official character - I'd be much appreciative!
And of course, the mod will be attached below. Please excuse some of the sloppy remnants to try and fix the issue littered around the place I may have missed during cleanup.
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inst.components.projectile:SetLaunchOffset(Vector3(3, 2, 0))
That's the line from the blowdarts you're looking for! It positions the projectile on an X,Y,Z grid. So it's 3 forward(X) and 2 up(Y), and 0 to either side
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I found an oldie-goldie
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47 minutes ago, Leonardo Cox said:I assume you mean wortox's teleportation iframes? In which case, we did it for both balance and needing to take health away.
Yes, that!
Personally I reckon the iFrames should be reincluded (which as long as the health delta is before the invincibility being applied will still work) because getting hit cancels the animation, which means you've just wasted health if you're trying to make some distance, or evenif you could still be hit but it just didn't interrupt it. Could be balanced by upping either the health cost or the cooldown since it seems to be even shorter than Lucy's throw at the moment!Just thought I'd throw it out there since if you land yourself in a sticky situation - especially in smaller parties - the ability becomes more of a liability than helpful. Honestly that's the only gripe I have with it - but you lot have done a terrific job regardless! (Also I was digging through the code, and saw a certain possible feature for my boy Maxwell that made me very excited.)
EDIT: Somehow never realized Wortox was never invulnerable during the portal_jumpin_pre state. It always felt more generous...maybe just because you're in a less crowded space outside of the Forge.
discussion closed
in [Don't Starve Together] General Discussion
Posted
I feel like if they wanted to set up a puppet account to save money, they would've gone to the store and bought some stuff to make their own dish or made some artwork themselves. I'm not sure what'd be worse, though... being fooled by stock images or using stock images themselves. Either way it's a very bad look on them.