EverSoNitro

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About EverSoNitro

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  1. I'm planning a mod expansion for mine and my friend's mods, giving our custom characters additional custom items, and one of the ideas I had for it was to create a custom structure that would A: Allow for cooking without the need for a camp fire, and B: Give all players access to the first tier of a new tech tree (like the science, magic, and ruins trees), giving players access to a handful of new crafting recipes (with some additional items for my own character) Is this at all possible, and if so, how would I go about making the new tech tree, attaching it to the structure, and assigning crafting recipes to it? (In addition, I'd like to make an item that would essentially be a portable version of the structure in question, akin to Warly's portable crock-pot, only craftable by my own character)
  2. I'm working on a mod with a friend, and they've currently been working on all the art assets for it. They gave me their current progress today, and while everything seems to be functional, I encountered something odd that I can't figure out. My mod includes two custom weapons for my character, and before I sent my mod off to my friend, both of them were working completely, albeit with placeholder graphics. When I received the mod back, however, I found that neither of the items showed up in my character's hand when equipped. According to them, they haven't touched any of the items yet, having only done the character art, and looking though the image files and prefab, nothing appears to be different. I can't seem to figure out the issue. Attached is the most recent version of the mod, with the missing items. Whoopee.rar
  3. I can't seem to get them to work. I'll simply have to come back to the temperature related ideas at a later date. However, I would still like to figure out the last one, with spawning items based on her hunger level.
  4. I've since managed to work out the solutions to my initial problems, and would like to move on to the unimplemented features I described above. To reiterate: I'd like to make her immune to damage from cold while she's transformed. However, I don't want her to be immune to lowering temperature. Also while she's transformed, I'd like for her to give off a cold aura, affecting both herself and those around her. I'd like her to spawn a special item (which I've already prepared) whenever her hunger goes over 50. Her hunger should drop to 50 automatically whenever this threshold is reached. Any advice or ideas for these would be greatly appreciated.
  5. I'm currently assisting a friend with a character, and one of the features we'd like to include is a special Full Moon transformation. So far, I've managed to get her to transform when night comes, but I've encountered a few issues with what I have so far. Attached is the current version of it. scrunchie.rar Currently, when the Full Moon comes, she changes to the placeholder skin for the transformation, and drops any body or hat items she's currently wearing. She is also meant to give a line announcing it, with different lines for the first and subsequent transformations. However, the current issues are: She is able to simply pick up and wear the dropped clothing items, when she shouldn't be able to. She doesn't change back to normal when the night ends. After these are finished, there are a few functions I'd like to implement during the transformation, but I'm not sure how to go about doing so: Complete immunity to freezing damage. Not insulation, but rather being able to simply ignore the damage caused by freezing. I'd still like her body temperature to be able to drop to and below 0. Giving off a cold aura, that lowers the temperature of herself and anyone in a fair-sized radius. Dropping a special item if her hunger exceeds a certain threshold (in this case, 50). Assistance with this would be greatly appreciated!
  6. Ech, I was editing my backup the whole time, thank you for pointing this out to me
  7. Alright, here it is scrunchie.rar
  8. I'm currently helping a friend with their character, working on some unique items and abilities, but I'm running into errors while testing it. I'll load the server and reach the character select, but after selecting said character, I get this error: The lines specified in the character lua are as follows: local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "scrunchie.tex" ) inst:AddTag("sswaitress") end I can't for the life of me figure out what the issue is here, I've gone over it several times, referencing it against my own mod, but it nothing looks different other than the tag itself. As far as I can tell, it has something to do with trying to add the tag, but beyond that I'm stumped.
  9. Actually, in the time since I posted this, I think I've come up with a possible solution, simply having Whoopee's intended values as the base, and having the command run an "if not" check for the frycook tag. So, if someone other than Whoopee eats it, then I can simply add Delta values instead of subtracting. I do actually have another question though. Is there any way to have a specific food item grant bonus follow time if given to a pig?
  10. My character has a set of food items that he can craft and share with players. One of the quirks to this ability is that he doesn't receive the full return from them if he himself eats it. The function I've set up is as follows: local function SweetieShakesBurger (inst, eater) if eater:HasTag("frycook") then --If Whoopee eats it eater.components.sanity:DoDelta(-10) -- 10 Sanity for Whoopee eater.components.health:DoDelta(-5) -- 5 Health for Whoopee eater.components.hunger:DoDelta(-10) -- 40 Hunger for Whoopee elseif eater:HasTag("sswaitress") then --If Scrunchie eats it eater.components.sanity:DoDelta(10) -- 30 Sanity for Scrunchie eater.components.health:DoDelta(5) -- 15 Health for Scrunchie eater.components.hunger:DoDelta(10) -- 60 Hunger for Scrunchie end end --irrelevant lines inst:AddComponent("edible") inst.components.edible:SetOnEatenFn(SweetieShakesBurger) inst.components.edible.healthvalue = (10) inst.components.edible.hungervalue = (50) inst.components.edible.sanityvalue = (20) inst.components.edible.foodtype = "MEAT" I've noticed through testing, however, that if he's within a certain range of max health/hunger/sanity and he eats one of his burgers, he comes up with a net loss in that given stat. It's really a small issue, and not something that would be likely to affect play drastically, but I'd like to make this mod as clean as possible. Is there some way to fix the issue with the net losses?
  11. Help with custom food item

    I actually just encountered another issue with my food items. Well, not so much an issue as a feature. I noticed on my most recent world spawn that there was a pig and his house nearby. So, like any good neighbour, I attempted to give him one of my burgers. Unfortunately, I wasn't given any sort of option to. How can I make it so that I can share food with followers? And, on a related topic, how do I tag food as Monster Food (i.e. Monster Meat, Lasagna, and Durians)
  12. Custom item won't show up

    That sorted it out, thanks!
  13. I'm trying to make a custom weapon for my character (well, two of them, actually), but I'm running into some issues with getting them to appear. I followed this tutorial But after doing so, the items in question don't show up in my character's hand, nor in my inventory. However, they do appear on the ground, as well as in the crafting tab. Attached is the full mod, I've gone over the files but I can't seem to figure out the issue. Whoopee.rar
  14. Help with custom food item

    Thanks. And the () symbols haven't given me any trouble when I tested it without the character-specific values.
  15. I've made a character with custom food items, and I wanted a feature to have my character not receive as much health, sanity, and hunger from them as other characters. However, I'd also like to make it so my friend's character receives bonus values from my character's food. However, while testing, I encountered this error: My code for the item in question is as follows: local function SweetieShakesBurger (inst, eater) if eater:HasTag("frycook") then --If Whoopee eats it eater.components.sanity:DoDelta(-10) -- 10 Sanity for Whoopee eater.components.health:DoDelta(-5) -- 5 Health for Whoopee eater.components.hunger:DoDelta(-10) -- 40 Hunger for Whoopee else if eater:HasTag("sswaitress") then --If Scrunchie eats it eater.components.sanity:DoDelta(+10) -- 30 Sanity for Scrunchie <--This is line 20 eater.components.health:DoDelta(+5) -- 15 Health for Scrunchie eater.components.hunger:DoDelta(+10) -- 60 Hunger for Scrunchie end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("burger") inst:AddTag("whoopfood") inst.AnimState:SetBank("burger") inst.AnimState:SetBuild("burger") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst:AddComponent("edible") inst.components.edible.healthvalue = (10) inst.components.edible.hungervalue = (50) inst.components.edible.sanityvalue = (20) inst.components.edible.foodtype = "MEAT" Is there a different symbol I have to use, rather than a plus sign, to add to the base values? Edit: I have noticed the formatting error regarding the "else if" line, and corrected it.