Ultroman

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About Ultroman

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  1. Adding recipes to custom map

    My guess is that recipes cannot be added before the recipe system has been added during the world creation. If it is possible to do a DoTaskInTime call, you can wrap your Recipe call in that, and delay it a few seconds until the world has been loaded.
  2. Time was a factor for me, as well. I simply missed the fact that OnUpdate() is public xD Sorry about that. Just be careful how you do it, though.
  3. Well, looking at the way the health badge works, it's just not designed to show for all the changes to your health. It only shows arrows for specific purposes. It shows a down-arrow when freezing or overheating, or you're taking fire damage or you're starving or you have corrosives on you. It shows the up-arrow when the down-arrow is not active, and you are sleeping or have regen equipment equipped. That's it. It's not designed for what you want it to do. What it WILL do, however, is make the health-badge pulse red or green (depending on damage or healing) and make a sound. Here's the code for it:
  4. It's most likely because the damage being received isn't large enough. There are tiers of arrow-size being shown, and the lowest doesn't show an arrow.
  5. I wish you the best of luck doing this! You'll need to do a lot of custom coding, though. I just think it might be more fun to spend all that development time playing video games with your GF instead
  6. Then, what you want is not this game. I'm not entirely sure that this cannot be achieved, or at least some of it, but first of all, you'll run into keyboard restrictions about how many and which buttons you can hold down at the same time, even on modern computers. This isn't just impossible for you to do. It's most likely impossible to do within the engine. The players' computer is bound to a single client, so everything has to run on that one client. Your GF's character can never become totally autonomous, because you'd fully share the UI. You'd have to build all new UI elements from scratch, to react to this extra entity. Crafting tabs, status badges, inventory, you name it. There are plenty of other awesome games which are played in local co-op. My two favorites, which are also GF-worthy, are "Pixeljunk Shooter" and "Lovers in a Dangerous Spacetime". Is there not an option to get her a second-hand computer that can run Don't Starve Together? It doesn't require much processing power for a client.
  7. Well, it's supposed to be an ogg file, but if the original extraction cannot be rendered (played) I wouldn't expect Audacity to be of any help. I can't even rename or delete the file after I downloaded it... My MediaInfo program can't identify the format, so the file is just broken.
  8. Why do you need to run the code on the client? That seems weird to me.
  9. Then you have to check whether "owner" actually exists before doing your checks: -- Modify bloodover widget AddClassPostConstruct("widgets/bloodover", function(self) TheWorld:WatchWorldState("phase", self.UpdateState) function self:UpdateState() if (self.owner and (self.owner.IsFreezing ~= nil and self.owner:IsFreezing()) or (self.owner.IsOverheating ~= nil and self.owner:IsOverheating()) or (self.owner.replica.hunger ~= nil and self.owner.replica.hunger:IsStarving())) or TheWorld.state.phase == "day" then print("NOW ON") self:TurnOn() else print("NOW OFF") self:TurnOff() end end end) Here, I have wrapped all the owner-checks in a parenthesis, and slapped on that it should only do those particular checks if the owner variable exists. Otherwise, it just does your day check.
  10. Very understandable mistake, m8. And you're right. Clients don't have components (well, most of them, anyway). They only have replicas in order to communicate with the server.
  11. What @WhiteAutumn posted is right, except one thing. We use periods as decimal separators, and the code snippet used a comma. inst.components.health:DoDelta(-0.1, false, "light")
  12. Load them in Audacity and export them in another format.
  13. Actually, hunger.lua does trigger it, but it does not control it. The arrow is a client-side thing in the UI. It's part of the health-badge widget. You should not try to control it directly. Please post the code you're using to manipulate health.
  14. First result when searching the game files for the string: "phase" gives the following example: inst:WatchWorldState("phase", OnPhase) So, you simply change your code to be: -- Modify bloodover widget AddClassPostConstruct("widgets/bloodover", function(self) TheWorld:WatchWorldState("phase", self.UpdateState) function self:UpdateState() if (self.owner.IsFreezing ~= nil and self.owner:IsFreezing()) or (self.owner.IsOverheating ~= nil and self.owner:IsOverheating()) or (self.owner.replica.hunger ~= nil and self.owner.replica.hunger:IsStarving()) or TheWorld.state.phase == "day" then print("NOW ON") self:TurnOn() else print("NOW OFF") self:TurnOff() end end end)
  15. Infinite Fashion Melon

    You can simply make a mod which removes the perishable component from the prefab you wish to edit. Put this in your modmain.lua file, and change the prefab name to the prefab you want to change. AddPrefabPostInit("some_prefab_name", function(inst) inst:RemoveComponent("perishable") end) If you need help with all the modding basics, the newcomer post is a great place to start. You can basically copy my Metabolizer mod, and replace the code in the modmain.lua file with the snippet above (remember to alter it as stated, though), and it should work. Just edit the modinfo.lua file, as well. That part should be easy for you since you're not new to modding. You can just remove the entire configuration_options list in modinfo.lua, and change all the mod information. You will probably want to make your own mod icon, as well.