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About Notant

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  1. @Jjmarco That is what I thought, but I'm having issues actually making it work. I can't really find how to properly test a mod, should I just change the main files and test that way? I've looked all over for proper mod file set ups and how I should go about that but man information seems not that helpful. I'll try testing changing the main files since it's not a lot of work. Thank you for all the help! Edit - Didn't work for me, only added the timer(As if the item could run out but the clock was 0:00)under the pickaxes but didn't allow for sewing when the durability was under 100%, or even at 100%. Maybe a perish time is needed? Btw I'm using this on a pickaxe just to try and figure it out, really want to be able to repair items and I do know that there is a repair and repairable function, not that I could figure out those any better though.
  2. @Jjmarco So essentially having the fueled component allows them to be sewn, am I understanding that right? or not that simple?
  3. I've searched pretty hard looking for the connection between the sewing kit.lua and sewing.lua and the items it's used on but I can't figure it out, I don't understand how it's determined what can be sewed and what can't be. local Sewing = Class(function(self, inst) self.inst = inst self.repair_value = 1end)function Sewing:DoSewing(target, doer) if target:HasTag("needssewing") then target.components.fueled:DoDelta(self.repair_value) if self.inst.components.finiteuses then self.inst.components.finiteuses:Use(1) end if self.onsewn then self.onsewn(self.inst, target, doer) end return true endendreturn Sewinglocal function walrus() local inst = simple() if not TheWorld.ismastersim then return inst end inst:AddComponent("dapperness") inst.components.dapperness.dapperness = TUNING.DAPPERNESS_LARGE inst:AddComponent("insulator") inst.components.insulator.insulation = TUNING.INSULATION_MED inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.WALRUSHAT_PERISHTIME) inst.components.fueled:SetDepletedFn(inst.Remove) return inst endLooking at all of the hats that could be sewn in game I couldn't find out where DoSewing, or onsewn, or needsewing are used .. any help? what part of the code is telling the item it can be sewn? or repaired?
  4. Hey I figured this would be the best place to ask this - Where and how can I find a specific item if I'm looking for code? I have this idea of combining weapons/items/clothes for repairing(Similar to other sandbox type games)instead of having such clutter at times. I know the sewing kit does something like this as it repairs some clothing, I'd like to find that code and some how get that to apply from any weapon/item/cloth to another of the same name. Any help would be appreciated and if any experienced modders want to let me know that this isn't so feasible that's fine as well.