Cunning fox

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About Cunning fox

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  1. Hello! I have a Linux-hosted server, and every time I start the server dedicated_server_mods_setup becomes blank again, so I'm unable to download mods. Is there any way to fix it? Thanks for your advice!
  2. Not really. They just have to install multithreading library and then separate processes.
  3. Maybe instead of making new content you could try to update the engine so it will use multi threading? Or this is something really hard to do?
  4. Version 1.0.0

    7 downloads

    library that sends data between the clients without server code. This is very useful when you want to create a client mod and send something to other players with your mod. You can find how to use it here:
  5. Hey everyone! I've created a library that sends data between the clients without server code. This is very useful when you want to create a client mod and send something to other players with your mod. First of all you need to download the library from here: Then place it into your mod folder(MOD/scripts/tools). local ClientData = require("tools/client_data")(modinfo.name) And now you can create a command for sending: ClientData:AddCommand(name, Fn) --Fn arguments: caller (guid, userid, name, prefab), ... And send your command with: ClientData:SendCommand(name, ...) For example there's my mod that prints something for other players that use this mod: local _G = GLOBAL local require = _G.require local ClientData = require("tools/client_data")(modinfo.name) ClientData:AddCommand("test", function(entity, str) print("TEST", str) end) _G.TheInput:AddKeyDownHandler(_G.KEY_F1, function() ClientData:SendCommand("test", math.random()) end)
  6. scripts/prefabs/woodie.lua line 546 if inst.isbeavermode:value() and not (data and data.corps) then inst.components.skinner:SetSkinMode("ghost_werebeaver_skin") end But it must be if inst.isbeavermode:value() and not (data and data.corpse) then inst.components.skinner:SetSkinMode("ghost_werebeaver_skin") end data.corps -> data.corpse
  7. Shave Ewecus

    Thats a syntax error. Thats how its done: inst:ListenForEvent("shaved", function(inst) local beard = inst.components.beard for k = 1, beard.bits do local bit = SpawnPrefab("phlegm") local x, y, z = inst.Transform:GetWorldPosition() bit.Transform:SetPosition(x, y + 2, z) local speed = 1 + math.random() local angle = math.random() * 2 * PI bit.Physics:SetVel(speed * math.cos(angle), 2 + math.random() * 3, speed * math.sin(angle)) end end)
  8. Warning! This topic is for russian-speaking moders only. Я являюсь кодером русификатора для ДСТ. В последнем обновлении 2.0 (От 07.01.2019) был обновлен метод перевода Ваших модов. Процедура проверки русификатора, перевод имен и описания остались прежними, и более полную информацию об этом процессе Вы можете найти на Вики. Мы добавили функции, которые переводят реплики персонажей, и анонсы. Как работает перевод реплик: _G=GLOBAL mods=_G.rawget(_G,"mods")or(function()local m={}_G.rawset(_G,"mods",m)return m end)() rus = mods.RussianLanguagePack or mods.UniversalTranslator -- Перевод фраз персонажей pp = rus and (rus.SelectedLanguage == "ru") and rus.pp if pp then pp("Example string", "Переведенная строка") --Теперь если персонаж будет говорить "Example string", у людей с включенным переводом оно будет отображаться как Переведенная строка end Как работает перевод анонсов (Сообщений, выводящихся через TheNet:Announce) _G=GLOBAL mods=_G.rawget(_G,"mods")or(function()local m={}_G.rawset(_G,"mods",m)return m end)() rus = mods.RussianLanguagePack or mods.UniversalTranslator -- Перевод анонсов ma = rus and (rus.SelectedLanguage == "ru") and rus.AddModAnnounce if ma then ma("Example string %s", "Переведенная строка %s") -- Так же переведет строку. Работает и с форматированием через string.format. end Если будут вопросы, пишите их в коментарии.
  9. If you want to make a mod that launches 3 servers instad of 2 then its imposible. Launching servers is handled by the engine side of the game.
  10. How many points do we get when the craving is not matched?
  11. Walking on water

    You can walk on water using any structure with colossion enabled.