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About K1NGT1GER609

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Don't Starve Together
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Oxygen Not Included
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  1. Problem with my stategraph?

    According to the error it says that a non-action handler is added to the actionhandler table so my only guess is that the lavaspit actionhandler is unknown to the game as its not familar with shipwrecked dlc, where these lua files originated from. My guess is the lavaspit actionhandler (maybe gohome will have problems as snake's home isn't known to dst as well) is unknown to dst so all I can suggest is either remove the lavaspit action handler or remap the event (advanced). The other suggestion is to possibly adapt or run the island adventures mod that seems to import most of shipwrecked data.
  2. Think your missing this line: inst.components.inventoryitem.atlasname = "images/inventoryimages/meaperroll.xml" meaperroll.lua
  3. think its like this: inst.components.inventoryitem.onputininventoryfn = function(inst, player) local owner = inst.components.inventoryitem:GetGrandOwner() if owner.components.inventory and owner.prefab ~= "star" then inst:DoTaskInTime(0.1, function() owner.components.inventory:DropItem(inst) owner.components.talker:Say("It seems to slip right out of my hands!") end) end end meaperroll.lua
  4. I use to implement that code into my mods but I later found out that it would crash the game if you put that item in a chest/chester and/or someone else tried to get it (or something like that). I could help you out with another way of achieving character specific items (and without the crash) but its a little complicated. If not i'd recommend changing the code to inst.components.inventoryitem.onputininventoryfn = function(inst, player) if not player:HasTag("wisia") then inst:DoTaskInTime(0.1, function() player.components.inventory:DropItem(inst) player.components.talker:Say("It slips right out of my hands.") end) end end while having this in your character lua file: local common_postinit = function(inst) --PLEASE READ THIS NOTE, its reference on where it goes inst:AddTag("wisia")--add this line of code, its usually implemented on new character templates but you'll have that crash you'll encounter later on. Otherwise your call if you want to try the alternative route.
  5. The fix is: SetSkinsOnAnim(builder.AnimState, "niko_pupils", "niko_pupils", builder.components.skinner:GetClothing(), nil, "niko_pupils") setskinmode function got changed to something else.
  6. Usually I use something like this to force enemies to drop the targets (works on both dst and ds): target.components.combat:ShareTarget(nil, 50, function(dude) --it might need some altering depending where you put it return dude.components.combat:SetTarget(nil) end, 30) a advance way is: local x,y,z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 10) for k,v in pairs(ents) do if v.components.combat and v.components.combat.target == inst then v.components.combat.target = nil end end but the advance way requires you to know your code to make it work as I don't know how you want to call these codes. To set them to attack each other you'd probably have to use either a mix of both codes. As for the list the mobs can't attack the players, some of the mobs target player components that you most likely can't include in their exclude list or remove those components without some unexpected results.
  7. Custom Character Sprite Invisible

    Skimming through the mod the only error was that the autocompiler didn't build your character, but I didn't encounter any syntax errors when I loaded it. The autocompiler has the tendency to not build the character for some unknown reason and all I can advise is just to keep trying to build the character. Either way heres the zip file back. Wren DS.zip
  8. The section of code should explain it all if GetClock():IsDay() or GetWorld():IsCave() then GetClock():SetNightVision(true) GetWorld().components.colourcubemanager:SetOverrideColourCube("images/colour_cubes/mole_vision_on_cc.tex", 2) else GetClock():SetNightVision(true) GetWorld().components.colourcubemanager:SetOverrideColourCube("images/colour_cubes/mole_vision_on_cc.tex", 2) end That line executes nightvision if its day time and if your in the cave, the else executes true if its not in a cave or its another time besides daytime. So Thats why your night vision activates if you go into a cave and executes because both booleans are set to true.
  9. Help

    inhabilitar a la mod: finder (https://steamcommunity.com/workshop/browse/?appid=322330&searchtext=finder&childpublishedfileid=0&browsesort=textsearch&section=home), la autor abandonado esto mod en octubre de 2016.
  10. Hmm I see, looks like hamlet changed the character design again(it was working before hamlet came out).... well there's no easy work around that I know of.
  11. Yeah... just download the shipwrecked version either on klei or on steam: https://forums.kleientertainment.com/files/file/950-extended-sample-character/ https://steamcommunity.com/sharedfiles/filedetails/?id=567405519 Its face 15.
  12. Newbie Problem

    The error is simple just change enK to end on line 17.
  13. For hamlet compatability the two main pieces of code to make it work with hamlet are needed in modinfo: dont_starve_compatible = true porkland_compatible = true they both need to be true even if the mod isn't dont starve (regular game mode) compatible. If the first line is false it doesn't matter if the coding is right the game will automatically disable the mod.
  14. Whaler

    @Matrix_Prime The problem is obvious this mod doesn't work on don't stave, it works only on don't starve together. I did mention in the main body of the text, that the stalker mod (where the mod originated from, that's why I'm mentioning it) got a lot of negativity from the don't starve workshop on steam. Considering what the workshop (both single and multiplayer) is "producing", someone has to show shame if its disliked so much.
  15. Nice work, a lot of code in the forums become lost overtime (I mean 226 pages? and the search engine is limited to 30+ second penalty per search!) and heck some of the code I post is lost even when I look at my profile for previous posts.