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About Ultroman

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  1. If you edit the file directly, it will get overwritten the next time the game receives an update with changes to that file. To avoid this, you can make yourself a simple mod to do this. Unless you really need to change so few things that it's OK for you to change them each time there's an update to that file. If you want, you can subscribe to my mod "Metabolizer" and use its code as a template for your own mod. You just need to copy and paste the mod-folder to make a duplicate, rename the new folder to your name or something (you can now unsubscribe from "Metabolizer"), and then edit the modinfo.lua a bit to give the mod has a unique name and description, and replace the modicon (though you can use mine, if you want, especially when it's just a personal project). The modmain.lua just changes a single tuning-variable, for which the modinfo.lua has a bunch of options you can choose from.
  2. Flint doesn't have an edible component. If you want inedible things to become edible, you have to add an edible component to it first and set it up. But then the thing will be edible for everyone on the server, so you have to handle that. I'm pretty sure you can search an answer up for that one. It might even be in the tutorial list or in Fun With Food. I can't remember.
  3. You're not calling your function anywhere. You have to listen for the "temperaturedelta" event and make it call your function.
  4. In the temperature component you can see these functions. These set the amount of health removed from the entity when freezing (hurtrate) and overheating (overheathurtrate). When overheathurtrate is nil, it instead uses the hurtrate for overheating, as well. function Temperature:SetFreezingHurtRate(rate) self.hurtrate = rate end function Temperature:SetOverheatHurtRate(rate) self.overheathurtrate = rate end
  5. The post explains how to use the tags. If you don't want it to target pigs, why the pig-tag, then?
  6. On that list of tutorials is this link, in case you missed it
  7. Thank you for the heads-up. Sadly, that post seems to have been deleted. I'm happy this list helped you
  8. I'm sorry, I seem to have missed a notification for this. I'm not sure about the structure of your code, since it's broken up in pieces, but what you've shown so far, does not look like it has proper syntax and structure. You don't seem to end the doAreaDamage function before starting your hitother function. If this is still relevant, please post your full code where you've tried to implement it.
  9. You're very welcome! Yeah, a bunch of ends missing at the top of that code, which would make none of it work. I don't understand why you would make several of that food_stats-line, but if you're not familiar with Lua, I guess that makes sense xD Good to hear you got it working and learned a bunch!
  10. You don't need my permission for that Go ahead. But as I said, I do it in a way that you should keep away from. You might as well read the original game code. My code does almost the same thing, but makes it confusing with several prototypers. This sounds like a new crafting menu replacement, with filters.
  11. It's all about the builder component. It determines what shows up in your tabs. It has some functions which determine which recipes the player has access to using their own TECH + the TECH of the prototyper they are standing closest to. When I did the mod Long-range Research, I not only wanted to make it so prototypers could be used from further away, because then it would be hard to select which one was the one you wanted to interact with. I also wanted to change the way it calculates which things you can craft, so my mod reads the highest level of each TECH that it can find on the player and EVERY prototyper within range, so everything you can craft using the prototypers within the defined range, will show up in your tabs at the same time <3 My approach required completely overwriting a certain complex function, so I do not recommend doing that lightly. What you're asking for, can probably be done by extending the KnowsRecipe and/or CanCraft (or whatever the name is of those functions are) on your character's builder component and saying "return true when asked about these certain prefabs". MUCH easier and less intrusive than doing what I did. I had to, because of the multi-prototyper-thing. If you study the builder component enough, following where those functions are used, you'll quickly get a good idea of how you can do this. Don't rush into it, because there are many gotchas in there. EvaluateTechTrees is the function I replace. It's very interesting to read through, to learn how the builder component works, but again, I do not recommend messing with it, unless you're absolutely sure what you're doing. But these approaches all actually allow the player to craft the thing. If you want it to show at all times but not be craftable unless you're closest to a Shadow Manipulator, I'm not sure how I would do that.
  12. I think so. You gotta pick your battles in all aspects of life. Sometimes a mod just isn't worth the time. Oh, btw. My mod, Auto Stack and Pick Up, can lower the amount of simultaneous entities in the world by making them automatically stack with similar items next to them when they're spawned. The performance increase is most significant if you also enable the option to auto stack during world generation.
  13. That's exactly what AddPrefabPostInit was made for. It is not a waste. It is required. Each instance is spawned using the prefab (think of them as assembly instructions to build an instance of an entity).
  14. Because SetLoot is defined as such: function LootDropper:SetLoot(loots) When they're defined this way, with a colon, it's shorthand for function SetLoot(self, loots) When extending such functions like you did with a . instead of : , just add self as an "extra" first parameter.
  15. As it's under the Mods and Tools section, I'd personally like to keep it within that theme. Isn't there a section for gameplay guides like that? Otherwise, it's a great idea to create one