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About myxal

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  1. Using a basic Logitech F310 in the D mode, the controls in-game are broken. (The X mode doesn't have out-of-the-box drivers for Mac, and after past experiences I'm staying away from 3rd party XBoX controller drivers) Many of the buttons are mismatched (eg. the physical back button is detected as the start button, X button is detected as A, etc.) Remapping is impossible, because LT is immediately detected upon trying to redefine an action (so I can't even easily tell how the buttons are mixed up) The controller works flawlessly in Steam big picture, as well as 2 other games I've tested it with (Absolute Drift, and 140). For the record, Steam lists it confusingly as "Generic XInput Controller", which might explain why Don't Starve detects it as "Xbox controller". Attaching logs, and some possibly relevant screenshots. Let me know if you need anything else. Same behaviour (LT immediately detected when trying to remap):
  2. Hi all. Some background - some time ago, I came across the BasePlanner mod. I love the idea, but in current state it's not really useful, and the contributors have apparently ceased development. So I'd like to finalise it and need help with a few things: I'd like for the planned objects to have an "implement" action. For craftable structures, this would be equivalent to Build/Place action available in the crafting menu (with associated resource consumption, prototyping restrictions, etc), and for deployables (plantables, walls), this would use up appropriate items from inventory (wall items, dug plants, pinecones, etc.). Any idea how to go about this, or perhaps a mod that does something remotely similar? (I haven't come across any mods the put Builder-related actions onto in-world objects, or I haven't noticed...) EDIT: Hmm, it seems all the functions needed for building structures are part of the builder component.
  3. All right, having looked at how the widgetsetup is overriden in cr4shmaster's Magic Pouch mod, I replaced the onburnt method, to use the regular chest animation, scaled up: local onburnt_old local function onburnt_new(inst) inst.AnimState:SetBank("chest") inst.AnimState:SetBuild("treasure_chest") inst.AnimState:SetScale(1.7,1.7) onburnt_old(inst) end local function fn() ... MakeSmallBurnable(inst, nil, nil, true) MakeMediumPropagator(inst) onburnt_old = inst.components.burnable.onburnt inst.components.burnable:SetOnBurntFn(onburnt_new) ...
  4. Yeah, that would work too I guess, but looking at the code, there's no particular part that says what to do when the chest is burnt, or what anim should be used - I guess this all done by common in-game code? I'm getting the impression that it would be easier to take the assets for pandoras_chest, actually add a "burnt" texture and animation state, and use that for the mod.
  5. Hi all, I've been using the Large chest mod for some time and only just realised, that when such chest burns, it becomes invisible, because the used bank (pandoras_chest_large) doesn't have a "burnt" anim. Can someone suggest a quick fix for this? I'd be fine with just using the in-game effects to add 'black highlight" to the chest, but I don't see where or how to define what should happen when chest burns down...
  6. I've never worked with character mod, so I'm just guessing - have you recompiled the animations? That process determines which parts of the sprite sheet are opaque - flipping the eyes means you've placed the eye into an area which was during previous compilation considered transparent, and thus not rendered.
  7. See thread (link at the bottom) for more details and screenshots. Eyeplant-spawning seems to be bugged (or I'm misunderstanding the mechanics), exhibited in a fight with bee queen. After 1-2 days of bee queen's presence, the eyeplants within bee queen's range will stop spawning. After a server restart in this situation, the eyeplants will start spawning (1 by 1) immediately after starting the sim, but the spawn pattern is erratic - the radius of the spawn ring is visibly greater, and large areas within it still don't have any eyeplants (though this may be because the enlarged radius now causes in-fighting between eyeplants from different lureplants). Also replicated with almost no mods (only "Fix for Too many items"). Game save before replication attached.
  8. As for Wickerbottom - yeah, it's just a randomly-picked character in the test world. Any suggestions for Willow? Exhaustion - is that an actual mechanic? Wiki doesn't mention anything about exhaustion or why eyeplants should stop spawning (other than winter and turf replacement). I'll take a look at the code and see if anything looks like this should be happening. EDIT: I forgot to mention this, but the square pattern continued further from the honey patch. and about half of the eyeplants of the outermost lureplant were actually outside of the bee queen's range. It was visible here, the eyeplants inside bee queen's range would not respawn, while those outside were still active. Onto the code: I see quite a few instances where lureplant's minionspawner component's shouldspawn field is set to false, but all of them are accompanied by the KillAllMinions() call, which is at odds with the behaviour observed. I see that there's also handling of fire damage, so I'll try again, eliminating those from the arsenal. If it doesn't help, I'll at least snap a picture of the half-barren lureplant. As far as I understand the code, this is most likely a bug. Please correct me if I'm wrong. EDIT2: Half-barren lureplant (BQ on its way back to honey patch, since I'm out of range): Restarting the server (even mid-fight) will cause the eyplants to begin respawning immediately. But with a twist - the circle around the lureplants now has sizable patches which aren't covered, and the outermost eyeplants are visibly further away than normal (on a newly-planted lureplant):
  9. Hi all. Has anyone tried using lureplants in a fight against bee queen? I tested placing 4 of them in a square pattern (7x7 turf tiles), let the eyeplants grow, and started the fight.. And for some reason, the eyeplants just stop respawning after some time of fighting (1-2 days). Is there some limit how many times an eyeplant can respawn, or perhaps an increasing respawn delay? It's a bit difficult to count, but I reckon the eyeplants were able to respawn no more than 8 times. After that, I was left with lureplants, with no eyes: is there some limit the wiki doesn't mention, or is this a bug?
  10. screen shot show case

    I'm sure nothing bad will happen when I chop down this random birchnut tree near my base... Later next day:
  11. screen shot show case

    Is using rocky turf as eyeplant prevention ever a preferred method? I used floors because I had the materials, but if I didn't and had to transplant turf, I'd go for sandy.
  12. screen shot show case

    Yeah.. I had eyeplants eat a good deal of toothtraps in my deathpits twice! Not anymore... Oh, and if you wish to use that design, put the chest (for teeth and gems) a bit further away from the edge, so it doesn't accidentally start smouldering from burning trees (inevitable with fire hounds )
  13. screen shot show case

    Note to self: When I don't have flooring for the tumbleweed farm ready, don't dig up the sandy turf! What the.. Shouldn't you guys be cursed until morning? Now's not the time to sleep, I need my pigskins!! Every swipe you take, every step you take, I'll be watching you... But boy, it takes a lot of steps to cross that gap..
  14. In a worldgen where another peninsula with a berry bush is beyond a narrow ocean gap, a bearger will target a berry bush on the far side and keep walking into the world's edge.
  15. Mod tools downloaded through Steam are near useless - there's a few source files and full apps (Tiled, Sublime Text, Mod Uploader), but no makefile, no binaries for scml, autocompiler, or png. The fact that your master branch on github doesn't even build on OS X, might have something to do with it. See: If mod creation tools are supposed to be Windows-only, then please make this clear somewhere.