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About Kooky

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  1. Actually penguin, they're not trying to re-initialize anything. This code we've all been using is telling the game to initialize the container in general with whatever widget we have it set at. Deleting said code just stops the mod from working all together. Testing this with my chester family mod, it doesn't happen 100% every single time, it's totally random but it always happens when one of the chesters spawn in. Same goes for any containers being placed. Also for anyone who wants to know what files were changed with this 'hotfix'... Here's the list of files that were all changed. My friend Rayshen actually went through everything to try and help me figure it all out. Modified file – bin/dontstarve_dedicated_server_nullrenderer.exe Modified file – bin/dontstarve_steam.exe (+512 B) Modified file – data/anim/dynamic/wormwood_cactus_stage2.dyn (-12.33 KiB) Modified file – data/anim/dynamic/wormwood_shadow_stage2.dyn (-815 B) Modified file – data/anim/dynamic/wormwood_shadow_stage3.dyn (-575 B) Modified file – data/anim/dynamic/wormwood_shadow.dyn (-1.45 KiB) Modified file – data/anim/dynamic/wurt_squid_powerup.dyn (-13.26 KiB) Modified file – data/anim/dynamic/wurt_squid.dyn (-975 B) Modified file – data/anim/dynamic/wurt_victorian_powerup.dyn (-65 B) Modified file – data/anim/dynamic/wurt_victorian.dyn (-53 B) Modified file – data/databundles/anim_dynamic.zip (-744 B) Modified file – data/databundles/bigportraits.zip Modified file – data/databundles/fonts.zip Modified file – data/databundles/images.zip Modified file – data/databundles/klump.zip Modified file – data/databundles/scripts.zip (-10 B) Modified file – data/databundles/shaders.zip Modified file – version.txt Manifest ID changed – 3183916969227434204 › 8258012146002322566
  2. I'm the creator for the chester family, and my mod uses the code shown below. There is no GLOBAL since that part is meant for in mods where the code is in modmain. So far only 4 of my six chesters have this issue. The reason my mod uses the code below is because the 4 chesters, Cavester, Dubster, Big Daddy, and Stovester, all don't have a morph. Bluster (bluechester) and Afester have the proper code that mirrors chester's because they have morphs. I've found ONE mod so far that doesn't seem to have this issue that adds in it's own custom storage container, the newer cellars mod, but they also went through the painful process of making their own widget, and I don't seem to see anything about theworld.ismastersim anywhere. Then again I was also half awake by the time I found it. I took the time to email klei the other day, but haven't gotten a reply. if not TheWorld.ismastersim then inst:DoTaskInTime(0, function(inst) inst.replica.container:WidgetSetup("chester") end) return inst end
  3. So I finally need some help again. Been a long time, but I am totally stumped. I found that chester can hop onto boats, but the chesters in my chester family mod cannot. I've tried adding in the lines of code that would allow them to jump on, but they just get stuck on the edge of the water. What am I missing? Chester has always been a bit of a hassle, and even my friend who is fluent in LUA code can't figure it out.
  4. Following because I wanna know if any changes happen to chester for this. (Mainly because I'm the creator of the chester family and I'm looking into a way of making chesters happy little family able to go on the boats as well)
  5. So, in the chester family, I have been trying to figure out HOW exactly to turn a chester into a crockpot. Is it a widget, an added ability like a fridge, or something else? I'm at a total loss on this. This ability would go to Stovester as his evolved form. I also have been toying with the idea of having it so you'd need to have the Ladle (his eyebone) inside of the crockpot as a special slot in order to use him as a crockpot. I've also been trying to figure out if he needs extra animations for when the food is done cooking, or if that's something not required. I'd prefer that he didn't need the animation just because of the fact that it's a LOT of extra added work and headache to add on top of trying to understand this mess of code. If I could just have the small glow of a crockpot for while he's in use as the indicator then that's good enough for me.
  6. token generation doesnt seem to work, I have the file with the cluster and it's still not working.
  7. It's been a good long while since I've made a dedicated server for DST, and I'm noticing the authentication token file isn't working AT ALL! I didn't even get a settings.ini file. All I wanna do is attempt to see if DST will load properly for my boyfriend and I to play on the same network (we live together FYI) but ever since the latest updates, we haven't been able to play. I've been plugging away trying with the dedicated server but it's not working.
  8. That's just it, I've actually taken apart the new animations, and put them back together so they look the way they should but they still go invisible. And I had some help with the code being redone using the new lua file.
  9. I'll look tomorrow, my problem is discord and my ISP dont like each other at all so I'll attempt it tomorrow when it's not almost 1am.
  10. That or I do own a teamspeak server. Only problem is if I am going to upgrade it to host more than 15 people at once, I need some donations (like 50 bucks)
  11. If anyone is interested, I am working on fixing up and updating the Birds and Berries and Trees mod. The modder stated in a topic that he didn't know how to fix it and then abandoned it. I had help with updating the prefab BUT it seems for whatever reason, the animations keep bugging out, so when I fix them, the bushes then go invisible. Add me on Steam if you can help me out with this! Im kooky112
  12. I'm trying to fix up a mod for DST right now. I have to recode all of the bushes in this mod because it's such a mess. I had to start with re-doing the animation files because those were done wrong, and work my way through those. Next will be taking the new berry bush prefab code and reworking everything. Ugh!