1337gamer15

  • Content Count

    74
  • Joined

  • Last visited

Community Reputation

19 Good

About 1337gamer15

  • Rank
    Junior Member
...

Badges

Recent Profile Visitors

954 profile views
  1. Did ye fix the bug with the night sailing music continuing to play endlessly if the player dismounts their boat when day arrives? Right now the only way to get the music to shut up is to dismount your boat while it is still night.
  2. nope, not working, nothing's working..... I can't seem to get replacing the crafttabs to work either since the game seems to load the modmain before loading the modded crafttabs, so if i don't state the recipetab first, the game won't know what to do with the recipes in the modmain.,- I dunno, I don't even know how this works either... Tina seemed to work fine when I disabled her crafting tab, as well as her bombs (except the grenade egg), so I think I might just wait for Klei to be done with their holiday and ask Peter about a mod like this, we were able to give them custom crafting tabs in the standalone after all, so they might rework the game a little to better support that in a later update. I'll let ya know if I figure it out myself though.
  3. did this in the modmain GLOBAL.CUSTOM_RECIPETABS ={ ORDINANCE = { str = "ORDINANCE", sort = 999, icon = "ordinance.tex", icon_atlas = "images/hud/ordinance.xml" },} STRINGS.TABS.ORDINANCE = "Ordinance"AddClassPostConstruct("widgets/crafttabs", function(self) if self.owner:HasTag("bombzerker") then table.insert(tabnames, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE) --Not sure exactly what to do here, I've been looking at crafttabs.lua and it's... pretty complicated endend) --local ordinancetab = {str = "Ordinance", sort=999, icon = "ordinance.tex", icon_atlas = "images/hud/ordinance.xml"} --inst.components.builder:AddRecipeTab(GLOBAL.CUSTOM_RECIPETABS.ORDINANCE) local bunnybomb = Ingredient( "bunnybomb", 1) bunnybomb.atlas = "images/inventoryimages/bunnybomb.xml" local s01Recipe = Recipe("bunnybomb", {Ingredient("rabbit", 1), Ingredient("rope", 1), Ingredient("nitre", 2)}, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s01Recipe.atlas = "images/inventoryimages/bunnybomb.xml" local s02Recipe = Recipe("stickybomb", {Ingredient("flint", 6), Ingredient("gunpowder", 1), Ingredient("boards", 1)}, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s02Recipe.atlas = "images/inventoryimages/stickybomb.xml" local s03Recipe = Recipe("george", {Ingredient("gears", 1), Ingredient("gunpowder", 1)}, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s03Recipe.atlas = "images/inventoryimages/george.xml" local s04Recipe = Recipe("snailbomb", {Ingredient("slurtle_shellpieces", 4), Ingredient("slurtleslime", 2)}, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s04Recipe.atlas = "images/inventoryimages/snailbomb.xml" local s05Recipe = Recipe("badonkadonk", {bunnybomb, Ingredient("manrabbit_tail", 1), Ingredient("gunpowder", 2)}, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s05Recipe.atlas = "images/inventoryimages/badonkadonk.xml" local s06Recipe = Recipe("grenadeegg", {Ingredient("bird_egg", 1), Ingredient("gunpowder", 1)}, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s06Recipe.atlas = "images/inventoryimages/grenadeegg.xml"i've made sure tina has the bombzerker tag now it gives me this SpawnSaveRecord [nil, RandomTreeAndLeif] FAILED error calling simpostinit in mod tinatogether (Tiny Tina): [string "scripts/mods.lua"]:105: attempt to call upvalue 'fn' (a table value)is the simpostinit something i need to change? what to I change it to?
  4. Tried the less compatible approach, the recipes are placed in tina's prefab STRINGS.TABS.ORDINANCE = "Ordinance" local ordinance = {str = "Ordinance", sort=999, icon = "ordinance.tex", icon_atlas = "images/hud/ordinance.xml"} --inst.components.builder:AddRecipeTab(GLOBAL.CUSTOM_RECIPETABS.ORDINANCE) local bunnybomb = Ingredient( "bunnybomb", 1) bunnybomb.atlas = "images/inventoryimages/bunnybomb.xml" local s01Recipe = Recipe("bunnybomb", {Ingredient("rabbit", 1), Ingredient("rope", 1), Ingredient("nitre", 2)}, CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s01Recipe.atlas = "images/inventoryimages/bunnybomb.xml" local s02Recipe = Recipe("stickybomb", {Ingredient("flint", 6), Ingredient("gunpowder", 1), Ingredient("boards", 1)}, CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s02Recipe.atlas = "images/inventoryimages/stickybomb.xml" local s03Recipe = Recipe("george", {Ingredient("gears", 1), Ingredient("gunpowder", 1)}, CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s03Recipe.atlas = "images/inventoryimages/george.xml" local s04Recipe = Recipe("snailbomb", {Ingredient("slurtle_shellpieces", 4), Ingredient("slurtleslime", 2)}, CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s04Recipe.atlas = "images/inventoryimages/snailbomb.xml" local s05Recipe = Recipe("badonkadonk", {bunnybomb, Ingredient("manrabbit_tail", 1), Ingredient("gunpowder", 2)}, CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s05Recipe.atlas = "images/inventoryimages/badonkadonk.xml" local s06Recipe = Recipe("grenadeegg", {Ingredient("bird_egg", 1), Ingredient("gunpowder", 1)}, CUSTOM_RECIPETABS.ORDINANCE, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}) s06Recipe.atlas = "images/inventoryimages/grenadeegg.xml" inst:AddTag("bombzerker")and in the crafttabs under widgets I added if owner:HasTag("bombzerker") then table.insert(tabnames, GLOBAL.CUSTOM_RECIPETABS.ORDINANCE)endit gives me this [string "scripts/components/builder_replica.lua"]:143: attempt to index field '?' (a nil value)
  5. @rezecib I keep getting [string "../mods/tinatogether/modmain.lua"]:336: attempt to index global 'CUSTOM_RECIPETABS' (a nil value)seems the game doesn't know i'm declaring the custom recipe tab.... want me to just send her files so you can have a closer look? I'm kinda unsure as to where exactly to put these codes, but everything i've worked with is in either the modmain.lua or tina.lua in prefabs grab her here so you can check the code https://www.mediafire.com/?7g049636p9vgst2
  6. Welp, time for the last mod i'll be porting.....It has a hiccup. The game doesn't seem fond of the old code i've used to give my Tiny Tina mod her custom recipe tab Ordinance. It's her character perk, she needs it. so far it uses this code, directly in the tina prefab itself Now that's some code I partially copied from Wickerbottom, but seeing now, Wickerbottom doesn't use that kind of code anymore... What can I do to fix this? I need to get her custom tab in, and is it possible to only make players playing as her have access to the tab? I can't exactly program her bombs to only be usable by her, since they're mostly activated by being lit by fire (as well ghost players can haunt them to detonate them)
  7. Yet another bug.... Anyways, all of my mod characters start with items, but it seems only the first play to join the server will actually get them, any other player who joins will not have the items. For the most part these items are custom, with the exception of my Tiny Tina mod, who starts with 6 gunpowder. What would I need to add to ensure the players get their starting inventory? Will the code also ensure the player does not get the items upon resurrection? Or is this just a bug on Klei's end that could affect characters like Willow and Wickerbottom?
  8. actually, turns out this was the guilty code TECH = GLOBAL.TECH GLOBAL.DST_CHARACTERLIST[#GLOBAL.DST_CHARACTERLIST+1] = 'sniper'
  9. I finally managed to finish portin' me old snoipah here: http://steamcommunity.com/sharedfiles/filedetails/?id=358671528&tscn=1419042917 But bloody hell, people are sayin the mod's cactus! They're sayin he appears to be locked, like as a character you've yet to unlock in the regular game Now i'm not sure if this is happening since the server they're joinin' doesn't got the bloke installed, but one mate said he's still locked even on a server he's hosting. How is this happening? what code do I need to enter? I was able to play as him, and so was me cobber a little earlier... (forgive the aussie slang, they handle the english language better than we do. too much time writing lines for snoipah)
  10. Ripper you little! the coding worked! Thanks mate! I'll let ya know if my mod goes cactus again.
  11. I'm trying to port my old character mods to Don't Starve Together, and generally for character strings that the game may not have data for characters on. By this I essentially mean Wigfrid and Webber, since the player won't have those characters if they don't have reign of giants. Generally I would use code like this, to make the game check, but not require the data on Wigfrid and Webber to run it, but if the player has the dlc, then wigfrid and webber will speak those lines, as well as other potential mod characters the player may not have. However this code is no longer working (they still use the generic character lines), most likely due to how dst seems to handle the players differently. I've tried using AddPrefabPostInit, but that isn't working either... What kind of code should I add to get these working in dst? let me know if you need additional details.
  12. Maybe they're attracted to fear.... maybe the whole don't starve world exists because it's proven to drive even the bravest of people insane. so if the nightmare fuel is some physical manifestation of human fear, then that means when you're crazy, they see you as like a source of "food"... who knows?
  13. That, or they are non-renewable. After that the only way to get another glow berry is to fight a depths worm.
  14. I kinda wonder why there isn't like a 25% chance or something when you go near a mysterious plant that it won't be a worm, but rather a naturally occurring glow berry that you can safely pick. It makes more sense so that player will gamble the fact that they can safely grab a glow berry without a fight, but risk the chance that i's actually a depths worm luring you into a trap. Because that's not the case right now, anyone who sees a glow berry plant knows off the bat that it's a depths worm.
  15. It seems the new ruins work music isn't playing, the other new tunes work, including the ruins fight and efs. But for work only the cave work theme plays instead. I tired extracting the music from the in game files, and the ruins work one won't play for me, so I think it's broked... all other new songs work though, not to mention, the ancient guardian doesn't trigger and efs music, and the caves don't have their own efs song.