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About Tosh

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  1. Oh! I just figured out the point of the Seed Pack-It. It’s really not intended as a long term seed storage, but is more of an inventory sorting tool. For example, if you had a garden with all 14 crops and harvested them all at the same time you would be given 28 different items. This makes it a lot cleaner by sorting them into two different areas.
  2. Whoop! Out of curiosity, what was the design reasoning for placing the Seed Pack-It in the farming tab rather than survival?
  3. Proud of our squid boy and excited for HQ ground!
  4. Thanks for the release id! For any mod authors who want to test their mods while the mod menu crash is being sorted, place an empty space before the mod’s name in modinfo.lua—this is generally a bad practice in live mods, but it will ‘cheat’ your mod to the top of the page. In general, I’m absolutely in love with this update. Pearl’s Island is so amazingly atmospheric, and the small touches like her speech font changing colour really are fantastic. Other than that, I agree with Vy that the new assets could really do with some HQ love. They’re some really cool designs, so it’s a pity when they’re not that clear.
  5. function BoatAI:OnUpdate(dt) local my_position = Vector3(self.inst.Transform:GetWorldPosition()) -- Defining the location of itself local entities = TheSim:FindEntities(my_position.x, my_position.y, my_position.z, 200) -- Finding all entities within 200 tiles of itself for i, v in ipairs(entities) do local target_mast_component = v.components.mast -- Does one of the entities we found have the mast component? if v ~= self.inst and target_mast_component ~= nil and target_mast_component.is_sail_raised then -- Entity is not a self reference, mast component exists in entity and their sail is raised self.inst.components.hull.mast.components.mast:RaiseSail() -- Raise the sail (on self, not on the entity found) local target_boat_position = Vector3(v.Transform:GetWorldPosition()) -- Where is the entity with a mast? local target_move_position = target_boat_position + target_mast_component.wind_direction * 10 local my_new_wind_dir = (target_move_position - my_position):Normalize() self.inst.components.hull.mast.components.mast.wind_direction = my_new_wind_dir -- Setting a new course pointing towards the found entity (give or take) end end end I'm just gonna leave this here with some notes.
  6. There's nothing that uses the boatai component though... The only references to "boatai" are contained within the component itself.
  7. As a side note, if it’s possible to add a "blooming" tag to the blooming variants of mushtrees that would be greatly appreciated! I’m working on an update to a mod that adds unique drops to mushtrees which change based on their state. I’ve run into some inconsistencies when checking for summer and then autumn with watchworldstate, so a tag check would be the best and least invasive method to update the loot tables
  8. The onspawnfn at line 36 in mushtree.lua doesn't check for the stump tag, meaning that whenever the periodicspawner component at line 489 is called for a mushtree stump, it plays the normal spawner animation and then pushes the grown tree idle. This leaves stumps that look like normal mushtrees but can only be dug.
  9. Honestly the best unused animation in the entire game (and I'm including the chicken peck here).
  10. @Sunset Skye I would highly recommend checking out the Peagawk’s emerge animation...
  11. Are you using the version of Spriter that comes with the mod tools or the latest free version?
  12. You keep that updated? You are a saint! I’ve always wanted to explore Rezecib’s code to make a fork for one of my mods.
  13. Don’t worry, I’ve already got the Gorge assets backed up! Hmm... well the Jammy Sandwich is in, Pizza is in if you have the Beefalo Milk mod enabled, umm... the Meat Pie is in as a hidden Sweeney Todd reference... Spaghetti and the other pasta dishes will be coming with the next update and Fish and Chips will be coming with the Fish variety update after that.
  14. You can rest assured that those lil crab buddies are getting added to Feast and Famine over the next month or so. If there’s any particular Gorge food you’d like to see in game, let me know and I’ll see what I can do
  15. Oh amazing! I have a mod in mind that will use them as part of a slight football helmet nerf...