rons0n

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About rons0n

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  1. Its fine you don't have to. Just glad you got what you needed.
  2. Have you tried: inst.AnimState:SetMultColour(255/255,255/255,255/255,1)? Replacing the first 255 before the slash with the right RGB number? Like how: inst.AnimState:SetMultColour(117/255,115/255,251/255,1) Would give me a light purple color.
  3. Well if you're fine with changing each individual recipe: Is an example. This applies to all characters
  4. I cant help you but this modder made something like it: http://steamcommunity.com/sharedfiles/filedetails/?id=1136888013 Maybe you can use this mod for reference?
  5. Wait where is willows pigtails. I NEED THEM.
  6. *Instant bought the Snowfallen Feast Chest without second thought* Oh no. Oh no. You know me too well you beautiful bastards.
  7. To be honest I don't know why your method doesn't work. I just tried it out and the way I look at it, it should've worked but it didnt. Sorry wish I knew. You may have a typo somewhere or someone more tech savvy can explain the situation. Cause mine works
  8. I did this for my issabelle mod that makes it drop fruits from various trees:
  9. Yeah I did that and it works for my character but if you play any other character the item will disappear for everyone else. Rather unfortunate, Guess i'll just have to live with a none skinned version. The enternal sadness Thanks anyway!
  10. I honestly don't know how to approach this. Browsing through past topics i found one way was to make an exact same prefab with a different name that can be crafted. While this method does work it completely ignores skins which I definitely want. Another method was trying to mimic the green amulet but unfortunately ive only found ways to reducing an entire tab's worth of items rather than a specific item itself. And lastly changing the recipe directly. Obviously this works but if i remember correctly, if i made it character specific then the original recipe of the item becomes unavailable and uncraftable. To be frank, I just want log armor to be cheaper for this character alone. Any ideas?
  11. Something like this? if target and target.brain and target.sample_projectilestun ~= true then target.sample_projectilestun = true target.brain:Stop() if target.components.locomotor then target.components.locomotor:Stop() end target:DoTaskInTime(5, function() target.brain:Start() target.sample_projectilestun = nil end) end
  12. Alright just turns out the windy plains mod doesnt seem to like other Prototypers. If anyone out here plans on making a custom prototyper I suggest using Felix, <Defaults>, or mine(which is pretty much Felix) way of making prototypers. just giving an FYI
  13. Is it this one? The one Maris posted here is the one everyone is using within their own custom tech trees. There was another modder while I was searching through the fourms called Zarklord who made his own custom tech tree but when testing it in a non-dedicated server it didnt work.(I think anyway, the way I used it didnt work). @Maris Is there a way to update the custom_tech_tree.lua, as it seems to no longer be compatible with other custom tech tree mods.
  14. So there isn't a lot of mods with custom tech trees and i guess there's a reason why for this? It seems all custom tech trees ive seen on mods all use the same method of making a tech tree, including my new character. I tested 3 mods with custom tech trees, my Shallotte Mod, Windy Plains Mod, and the felix mod. They all lead to this(Or something closely similar): [00:04:15]: [string "../mods/workshop-923823873/custom_tech_tree..."]:134: attempt to compare number with nil LUA ERROR stack traceback: ../mods/workshop-923823873/custom_tech_tree.lua:134 in (field) fn (Lua) <130-144> scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> scripts/update.lua:170 in () ? (Lua) <149-228> I dont know who was the originator of the custom_tech_tree.lua but i was wondering if anyone can fix this common bug with all custom tech trees? Supposedly it was originally compatible but i keep encountering this error when i enable two mods with tech trees.