Tirimiru

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  1. Version 2.2.17

    10,545 downloads

    Black☆Rock Shooter! [23/08/2015] we've just implemented the Insane Black Rock Shooter as of today! It was a highly ambitious project and it was totally worth the while! v2.2.9 Update - Added configuration to turn ON/OFF custom sound and animation for critical impact. Here are the stats; EDITED: 23/08/2015 Health 180 Sanity 120 Hunger 150 Character trait - Starts with Black Blade - Able to craft her own special set of weapons - Sanity drains faster during night time - Transforms into Insane Black Rock Shooter when Sanity is low - Insane Black Rock Shooter makes everyone else go crazy Basic Information Black☆Rock Shooter - Has a 10% speed boost - 10% more sanity loss than other characters during night time - Transform into Insane Black☆Rock Shooter when sanity drops below 40. (NEW) Insane Black☆Rock Shooter - Becomes a 'Monster' when transformed - Has a 30% speed boost - 20% more sanity loss than other characrters during night time - Other players around Insane Black☆Rock Shooter loses more sanity the closer they are to her. - Deals 25% more damage - Reverts back to normal upon reaching 80 sanity. Black Blade - Craftable from the science machine in the fight tab with; 1 crow feather, 1 cut stone, 1 flint - Melee weapon dealing 32 damage - 15% chance to critical strike dealing 2x damage - Limited durability, 100 uses. Rock Cannon - Craftable from the science machine in the fight tab with; 8 rocks, 1 electrical doodad, 3 gunpowder - Ranged weapon dealing 30 damage and 25 damage AOE. (55 total damage to the main target). - Requires 'Energy Bullet' as a source of ammo - Can be reloaded to a maximum of 10 times - Unlimited durability - When out of ammo, Rock Cannon becomes melee, dealing 20 damage Energy Bullet - Craftable from the science machine in the refine tab with; 2 Spirit Particles, 1 Charcoal - Crafting Energy Bullet yields 2 bullets Spirit Particles - Is a material that can be found from mobs and through harvesting resources. (NEW) Insane Blade Claw - Craftable from the Shadow Manipulator with; 1 giant soul, 1 purple gem, 3 flint - Melee weapon dealing 38 damage - 30% chance to critical strike dealing 2x damage - Limited durability, 200 uses. (NEW) Insane Cannon Lance - Craftable from the Shadow Manipulator in the magic tab with; 1 giant soul, 1 purple gem, 3 nightmare fuel - Ranged weapon dealing 60 damage - Applies Electrical damage. (1.5x damage when raining) - Requires 'Energy Bullet' as a source of ammo - Can be reloaded to a maximum of 10 times - Unlimited durability - When out of ammo, Insane Cannon Lance becomes melee, dealing 20 damage (NEW) Giant Soul - A new item added from killing Giants - Used to craft higher tier weapons Extra information - Rock Cannon/Cannon Lance has 0 bullets upon crafting - Rock Cannon does no AOE on bosses. (only 30 damage) - Killing giants now has a chance to drop 1 to 4 Spirit Particles Future Updates - Custom speech and sound will be added - further configurations will be added if needed Thanks to all who posted comments on what they've thought about our mod! If there are any more bugs to report to comments about our mod, please feel free to post to us! Thank you all, and Enjoy! Get it on Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=502031011
  2. Version 1.0.2

    4,938 downloads

    Here's my first attempt in creating a mod for Don't Starve Together! I present to you .. Finn the Human from Adventure Time Finn the Human Health - 150 Sanity - 150 Hunger - 100 Pros - Wields the evil Demon Blood Sword - Also starts with his special backpack - Gains increased sanity when sleeping Cons - Loses Sanity when killing friendly creatures - Has relatively low stats Description - Demon Blood Sword deals 72 damage per hit. - Able to destroy rocks, break objects and cut trees in 1 hit, resulting in a -3% durability loss per hit. - Attacking mobs with the sword increases durability +1% per hit. - Killing bosses with the sword rewards him with max sanity. - Each hit also reduces hunger by -1 per hit, and has an insanity aura of -20/min. - Upon reaching 0% durability the sword breaks, and can only be recovered through crafting in the 'magic' tab by combining; Dark Sword + 1 Beefalo Horn + 20 Monster Meat. - Green Backpack reduces damage taken by 70%, same as log suit. - Is indestructible. - Has more slots than the regular backpack. - Has tiny Insulation. - Both of these items cannot be equipped by other characters. Get it on Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=497883137
  3. Black Rock Shooter [DST]

    Not intending to make it compatible with DS or RoG as I don't have the game
  4. Black Rock Shooter [DST]

    Sorry guys - forgot to upload the updated version on klei. I'm at work right now so unable to upload. The updated one is on steam though! Please get it from there until then - the link is at the end of the description. Thanks!
  5. Black Rock Shooter [DST]

    Yes, it's only DST compatible.
  6. Finn the Human [DST]

    Great to hear I will be tweeking the mod soon and balance him out a bit. Will also be fixing the art!
  7. Hi guys, I'm stumped as to how to get this working -- I'll briefly explain my problem: When hosting a server with a mod character (I have created) and with another player joined as the mod character.. When I spawn a tent, straw roll, siesta hut, or fur roll (as specified in my code) it will make them crash with the error 'Attempt to index field 'sleepingbag' (a nil value)' Note that I do not get this issue as the host Here's the code that triggers the error: (The bolded line is where the error begins) local function DeepSleeper(inst) local oldonsleep = inst.components.sleepingbag.onsleep inst.components.sleepingbag.onsleep = function(inst, sleeper) oldonsleep(inst, sleeper) if sleeper.prefab == "finnthehuman" then sleeper:DoPeriodicTask(1, function() if inst.sleeptask ~= nil then sleeper.components.sanity:DoDelta(2 , true) end end) end endendAddPrefabPostInit("bedroll_straw", DeepSleeper)AddPrefabPostInit("bedroll_furry", DeepSleeper) AddPrefabPostInit("tent", DeepSleeper)AddPrefabPostInit("siestahut", DeepSleeper)Any help will be appreciated Thank you very much
  8. @Zackreaver: That's good to hear on my end Cheers to you for getting to the bottom of it
  9. @DarkXero: Hah, well I just uploaded the mod on Steam recently so my friend hosting the server got that version today -- and so 'magically' the backpack works for both host and client. I guess he somehow had an outdated version after all.. even though he claimed to have deleted the mod folder and extracted the new one I gave him Sorry your testing was for naught Thanks again!
  10. @Zackreaver: Hey, turning it off solves the birch monster issue as you've concluded -- does this have anything to do with the coding on my side? Like is there a way for me to avoid this? Or is it the stack size mod that needs to be fixed? Other than that, I'm glad the underlying cause was found Thank you
  11. Finn the Human [DST]

    Sorry, I won't be intending to make it compatible with DS -- don't have that much time and plus don't have the game.. XD
  12. @Zackreaver: [00:07:00]: Error deserializing lua state for entity deciduoustree[101390] - Failed to read net var data[00:07:07]: Error deserializing lua state for entity deciduoustree[101390] - Failed to read net var data[00:07:07]: ERROR: Mod component actions are out of sync for mod workshop-374550642. This is likely a result of your mod's calls to AddComponentAction not happening on both the server and the client. [00:07:07]: K: workshop-374550642 V table: 4D490130 [00:07:07]: K: 1 V: 8 [00:07:07]: K: 2 V: 2 [00:07:07]: K: 3 V: 12 [00:07:07]: K: 4 V: 47 [00:07:07]: self.modactioncomponents is [00:07:07]: MOD_COMPONENT_ACTIONS is [00:07:07]: [string "scripts/componentactions.lua"]:916: attempt to index field '?' (a nil value)LUA ERROR stack traceback:scripts/componentactions.lua:916 in (method) CollectActions (Lua) <898-930> self (valid:true) = GUID = 101390 Transform = Transform (0A40D270) inlimbo = false actionreplica = table: 461F9260 event_listening = table: 461F9670 actioncomponents = table: 48A856A0 lower_components_shadow = table: 461F8D38 entity = Entity (31904110) AnimState = AnimState (0A40D4B0) prefab = deciduoustree build = normal Network = Network (0A40D150) persists = true MiniMapEntity = MiniMapEntity (0A40D510) event_listeners = table: 461F92B0 modactioncomponents = table: 0C846398 dragonflypriority = 1 spawntime = 0.53333336114883 name = Birchnut Tree replica = table: 461F9440 Physics = Physics (0A40D8B0) components = table: 461F8E50 SoundEmitter = SoundEmitter (0A40D4D0) type = SCENE arg = nil t = table: 4C263A88 modname = workshop-374550642 modtable = table: 4D490130scripts/components/playeractionpicker.lua:58 in (method) GetSceneActions (Lua) <55-80> self = map = Map (4AFDBF80) containers = table: 0C8C17D0 inst = 100139 - finnthehuman (valid:true) actionfilter = function - scripts/prefabs/player_common.lua:463 useitem = 101390 - deciduoustree (valid:true) right = nil actions = table: 4D4928E0scripts/components/playeractionpicker.lua:176 in (method) GetLeftClickActions (Lua) <137-195> self = map = Map (4AFDBF80) containers = table: 0C8C17D0 inst = 100139 - finnthehuman (valid:true) actionfilter = function - scripts/prefabs/player_common.lua:463 position = (33.80, 0.00, 50.14) target = 101390 - deciduoustree (valid:true) actions = table: 4D492408 useitem = nil equipitem = 101786 - demonbloodsword (valid:true) ispassable = truescripts/components/playeractionpicker.lua:271 in (method) DoGetMouseActions (Lua) <240-277> self = map = Map (4AFDBF80) containers = table: 0C8C17D0 inst = 100139 - finnthehuman (valid:true) actionfilter = function - scripts/prefabs/player_common.lua:463 position = (33.80, 0.00, 50.14) target = 101390 - deciduoustree (valid:true)scripts/components/playercontroller.lua:1400 in (method) OnUpdate (Lua) <1286-1636> self = ondetachclassified = function - scripts/components/playercontroller.lua:89 predictionsent = false predictwalking = false draggingonground = false deploy_mode = true highlight_guy = 101390 - deciduoustree (valid:true) inst = 100139 - finnthehuman (valid:true) remote_vector = (39.32, 4.00, 51.17) classified = 100781 - player_classified (valid:true) map = Map (4AFDBF80) directwalking = false LMBaction = Chop 101390 - deciduoustree With Inv: 101786 - demonbloodsword (valid:true) locomotor = table: 0BC804C8 remote_controls = table: 0C8C4390 ismastersim = false controller_target_age = 1.#INF mousetimeout = 10 dragwalking = false handler = table: 0BC847D0 time_direct_walking = 2.5000001303852 dt = 0.033333335071802 isenabled = true ishudblocking = nil controller_mode = false new_highlight = nilscripts/update.lua:183 in () ? (Lua) <146-219> dt = 0.033333335071802 tick = 465 k = 100139 v = 100139 - finnthehuman (valid:true) cmp = table: 0C8C47C8 [00:07:07]: [string "scripts/componentactions.lua"]:916: attempt to index field '?' (a nil value)LUA ERROR stack traceback: scripts/componentactions.lua:916 in (method) CollectActions (Lua) <898-930> scripts/components/playeractionpicker.lua:58 in (method) GetSceneActions (Lua) <55-80> scripts/components/playeractionpicker.lua:176 in (method) GetLeftClickActions (Lua) <137-195> scripts/components/playeractionpicker.lua:271 in (method) DoGetMouseActions (Lua) <240-277> scripts/components/playercontroller.lua:1400 in (method) OnUpdate (Lua) <1286-1636> scripts/update.lua:183 in () ? (Lua) <146-219> [00:07:07]: SCRIPT ERROR! Showing error screen [00:07:10]: Force aborting... Friend was the host while I was the client -- yes, some other mods other than mine were enabled
  13. @DarkXero: Did you play as the client? As far as I know I tested as the client while a friend was hosting the game -- also noting that we both have the mod folder So as the client, backpack doesn't store properly and the tree gives me an error
  14. Finn the Human [DST]

    Looks great! Loving the character model
  15. Finn the Human [DST]

    Hi, During my testing with this mod character I felt that it was quite balanced -- having to deal with a sanity and hunger drain when attacking using the demon sword, it makes it hard to keep track as he also has low stats There are ups in using the sword such as its high base damage, but hunger and sanity is sacrificed for it. If you have a more thorough explanation as to why he is too powerful, then I'll have a look into it
  16. @DarkXero: I've uploaded the mod, you can find it in my content
  17. @StarmanUltra: Damn, I know how that feels.. XD
  18. @StarmanUltra: Hmm, would you know how to call the action for both server and client? Seems like all my issues are to do with this -- I mean the client side calling components differently and only working properly as the host.. Still very new to this
  19. On another note when i chop down birchnut monster with my sword prefab I get an error: [string "scripts/componentactions.lua"]:916: attempt to index field '?' (a nil value) LUA ERROR strack traceback: scripts/componentactions.lua:916 in (method) CollectionActions (Lua) <898-930> scripts/components/playeractionpicker.lua:58 in (method) GetSceneActions (Lua) <55-80> scripts/components/playeractionpicker.lua:176 in (method) GetLeftClickActions (Lua) <137-195> scripts/components/playeractionpicker.lua:271 in (method) DoGetMouseActions (Lua) <240-277> scripts/components/playercontroller.lua:1400 in (method) OnUpdate (Lua) <1286-1636> scripts/update.lua:183 in () ? (Lua) <146-219>
  20. @DarkXero: Guh, sorry to bother again.. this backpack is being poop I've got a modded container component in my scripts and just got it working on the host side where when the inventory is full, items will go in the backpack (this didn't happen before and it ignored the backpack slots) This is working perfectly as the host but as a client the backpack gets ignored and will say the character inventory is full I can't figure out the way to make it reflecting for both host and client
  21. @DarkXero: Yeeeeeeesss! What a beast DarkXero -- solved it so easily Thanks a lot for your help! I'll learn a lot from you
  22. @DarkXero: Hmm, so Global.TheWorld.ismastersim does work after all -- client must've not copied it properly or something.. Sorry but I'm having another issue -- I'm unsure how to get container:WidgetSetup working on the client side I get an error, 'attempt to index local 'widget' (a nil value)' I tried to apply this solution into my modmain but it doesn't work as expected -- With the codes below I get the nil value error on host as well Any thoughts? local containers = require("containers")local oldwidgetsetup = containers.widgetsetup containers.widgetsetup = function(container, prefab) if not prefab and container.inst.prefab == "greenbackpack" then prefab = "piggyback" end oldwidgetsetup(container, prefab) endAnd this is my backpack prefab local assets ={ Asset("ANIM", "anim/greenbackpack.zip"), Asset("ANIM", "anim/swap_greenbackpack.zip"), Asset("ATLAS", "images/inventoryimages/greenbackpack.xml"), Asset("IMAGE", "images/inventoryimages/greenbackpack.tex")}local function OnBlocked(owner) owner.SoundEmitter:PlaySound("dontstarve/wilson/hit_armour") endlocal function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_body", "swap_greenbackpack", "greenbackpack") owner.AnimState:OverrideSymbol("swap_body", "swap_greenbackpack", "swap_body") if inst.components.container ~= nil then inst.components.container:Open(owner) endendlocal function onunequip(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_body") owner.AnimState:ClearOverrideSymbol("greenbackpack") inst:RemoveEventCallback("blocked", OnBlocked, owner) if inst.components.container ~= nil then inst.components.container:Close(owner) endendlocal function onopen(inst) inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_open", "open")endlocal function onclose(inst) inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_close", "open")endlocal function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddMiniMapEntity() inst.entity:AddNetwork() inst.AnimState:SetBank("backpack1") inst.AnimState:SetBuild("swap_greenbackpack") inst.AnimState:PlayAnimation("anim") MakeInventoryPhysics(inst) local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon("greenbackpack.png") inst.foleysound = "dontstarve/movement/foley/backpack" if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("characterspecific") inst:AddTag("irreplaceable") inst:AddComponent("inspectable") inst:AddComponent("armor") inst.components.armor:InitCondition(TUNING.ARMORMARBLE * 1000000000000000000, TUNING.ARMORSNURTLESHELL_ABSORPTION) inst:AddComponent("insulator") inst.components.insulator:SetInsulation(TUNING.INSULATION_TINY) inst:AddTag("backpack") inst:AddComponent("container") --inst.components.container:WidgetSetup("piggyback") inst:AddComponent("inventoryitem") inst.components.inventoryitem.keepondeath = true inst.components.inventoryitem.imagename = "greenbackpack" inst.components.inventoryitem.atlasname = "images/inventoryimages/greenbackpack.xml" inst:AddComponent("inspectable") inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst:AddComponent("equippable") inst.components.equippable.keepondeath = true inst.components.equippable.equipslot = EQUIPSLOTS.BODY if EQUIPSLOTS["PACK"] then inst.components.equippable.equipslot = EQUIPSLOTS.PACK else inst.components.equippable.equipslot = EQUIPSLOTS.BODY end inst.components.equippable:SetOnEquip(onequip) inst.components.equippable:SetOnUnequip(onunequip) inst.components.equippable.walkspeedmult = 1.0 MakeHauntableLaunchAndDropFirstItem(inst) return instendreturn Prefab( "common/inventory/greenbackpack", fn, assets) Thanks