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How do I change crafting recipes
rons0n replied to IHasRoadRage's topic in [Don't Starve Together] Mods and Tools
Its fine you don't have to. Just glad you got what you needed. -
[Solved] how to change character's color.
rons0n replied to --- -.-'s topic in [Don't Starve Together] Mods and Tools
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. -
How do I change crafting recipes
rons0n replied to IHasRoadRage's topic in [Don't Starve Together] Mods and Tools
Well if you're fine with changing each individual recipe: Is an example. This applies to all characters -
[SOLVED] Prefabs in Word gen
rons0n replied to pitashi's topic in [Don't Starve Together] Mods and Tools
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? -
Wait where is willows pigtails. I NEED THEM.
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*Instant bought the Snowfallen Feast Chest without second thought* Oh no. Oh no. You know me too well you beautiful bastards.
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solved Adding Loot to Trees
rons0n replied to MidrealmDM's topic in [Don't Starve Together] Mods and Tools
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 -
solved Adding Loot to Trees
rons0n replied to MidrealmDM's topic in [Don't Starve Together] Mods and Tools
I did this for my issabelle mod that makes it drop fruits from various trees: -
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?
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[Solved] How to turn off/on brain of entity
rons0n replied to --- -.-'s topic in [Don't Starve Together] Mods and Tools
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 -
Custom tech trees dont like each other
rons0n replied to rons0n's topic in [Don't Starve Together] Mods and Tools
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 -
Custom tech trees dont like each other
rons0n replied to rons0n's topic in [Don't Starve Together] Mods and Tools
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. -
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.