pickleplayer

  • Content Count

    450
  • Joined

  • Last visited

Community Reputation

191 Excellent

About pickleplayer

  • Rank
    "What is that sound?"
...

Recent Profile Visitors

3531 profile views
  1. You'll probably need to rename one of them so they dont both use the same name. "ghost_esctemplate_build" Is what it's calling twice, so your characters probably have the same ghost build file names
  2. That's correct! They're usually pretty long, I think you can attach the txt file as an attachment if that makes it easier. The issue is usually very close to the bottom of the file. And if you look at that last line: "Tried to add build [ghost_esctemplate_build] from file [../mods/devil/anim/ghost_devil_build.zip] but we've already added a build with that name!" It looks like there's an animation build being added twice with the same name.
  3. Hm, well the only issue I've ever had with this is when I forgot to rename a few of the prefab files between two seperate mods, but I'm sure there are other reasons that could cause this crash. If nothing is showing up on screen, you can find an actual text file of crash logs to paste in here. Documents/Klei/DoNotStarveTogether/client_log.txt is usually where this file is kept. It records everything from your previous session. So crash the game once, and then paste that log in here.
  4. I've been messing with a few things related to placing structures, but been running into some issues because of how the game handles placable structures slightly differently than deployable ones. Placable structures being most buildings, and Deployables being inventory items that can be "deployed" as a structure or stored in an inventory slot, like walls and fences. One thing I noticed is that deployable objects like walls can have their build-placement blocked by tall sprites that block your line of sight to the cursor's location (ie: you can't place a wall behind a tree without turning your camera to where the tree doesn't block line of sight anymore) But you can place buildings like a science machine or chest down just fine even with a tree in the way. I'm trying to make deployables act more like placables, and I've been tinkering around with placer and deployable components for quite a while, but I can't figure out why it acts like this. Has anyone else done any more exploration into this area? I'm not really sure where to go from here.
  5. It depends on what the crash log is saying, it could be a number of things. If there are similar prefab names or character names, that could cause an issue. But if you say those are different, then it could be something else.
  6. I'm no stranger to editing components, but I recently realized that one of the files in the components folder, "map.lua" seems to be an imposter... AddComponentPostInit("map", function(self) Doesn't have any effect, and AddClassPostConstruct("components/map", function(self) crashes the game because it says the file path doesn't exist. Also, all of the functions in the file are actually called as if it's part of TheWorld itself, and not a component. TheWorld.Map:CanDeployRecipeAtPoint() So then how do I edit a function like this?
  7. I have a friend who's interested in modding and has a mac, but I compile all of her animation files for her on my PC and send them back. Hate to break it to you, but I don't think there is any other way around this. I would say "not yet, at least." But the don't starve modding community has been around for quite a while, so I feel like a solution would have popped up by now if it was feasibly possible.
  8. Still looking for people interested in trying out this mod to give some feedback. Let me know if you have any interest
  9. Do you know how to look at the game files? It was a little easier back when I started modding, but the scripts are tucked inside of a zipped folder now. It's still a great thing to have access to, and essential for anyone learning to mod. Using notepadd++'s "find in files" feature centered on the scripts folder is the best way to quickly learn how things are used in the game's programming. There are a few things that are built into the engine that we can't see, but it's pretty rare.
  10. If you take a peek into freezable.lua, I see there is a function called Unfreeze() You might want to give that a try. Looking into component files is always a good way to get an idea of what you can do with them. inst.components.freezable:Unfreeze() Alternatively, I believe the frozen state is, well, a state. Meaning that you could force someone out of it by simply forcing them into another state, like inst.sg:GoToState("idle") I'm unsure if there could be consequences to doing this manually, like if frozen values would build up if not removed properly, but it's something to consider. EDIT: Oh, I just noticed you were trying to call freezable component functions on inst by itself. I'm surprised this doesn't just crash the game. You're probably looking for inst.components.freezable:AddColdness(10) But yea, RemoveColdness() doesn't exist. Buuut, I think you can put negative values into AddColdness()
  11. I always get paranoid about showing my mods before release, but I don't want a repeat of what happened with my first person mod, so I should get this over with. I'm looking for a small group of people to try out a closed-beta of my mod and give me some feedback. I'm not quite ready to throw it out to the public, though. If anyone is interested, send me a message and I'll get you started. This just makes it easier for me to keep tabs on how many people have it. All I ask is that you try not to post public screenshots/videos/streams of the mod. I have trailers ready and I want some things to stay a surprise. I'll delete this post once I have enough testers, but anyone who might be interested can message me even after this post is gone.
  12. Unfortunately, since this is part of a local function within the crabking's prefab file, it looks like you might need to edit it's code directly in order to disable it. That would mean just copying crabking.lua into your mod's prefab folder and simply removing that line of code. This is generally considered bad modding practice because it will prevent other mods from changing the crabking's code, and it also won't get updated if Klei changes the crabking's code in the future. But hey ¯\_(ツ)_/¯ sometimes sacrifices must be made in the name of science
  13. Oh my god I can't believe I never thought to try that. I had to put it in a very specific spot and add a blank collisioncallback to get it to work but it works! Thank you guys so much.