-
Content Count
330 -
Joined
Community Reputation
711 ExcellentAbout Tykvesh
-
Rank
Senior Member
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Enable-
@JesseB_Klei I padded a zero-width space for the next update and everything seems to be fine, except that workshop page no longer has a version tag. Is it omitted if any special characters are used? version = "10.1" --there's a zero-width space (U+200B) in front version_compatible = "8.5" Also, an unrelated issue: sometimes workshop images go missing after an update, not sure if this is tied to mod uploader. This has happened a few times with my V2 DST mods.
-
So I have this mod with version "9.4" version_compatible "8.5" And when I tried to push an update with version "10.0" (also tried "11.0") version_compatible "8.5" (same as before) The uploader thought that version_compatible was greater than version: I was able to push an update by picking a number above "9.4" and below "10.0", which was "9.9".
-
This new Wes buff looks great! All jokes aside, clients can steer boats on a whim, after properly doing it once: This is because SteeringWheelUser:SetSteeringWheel(nil) does not clean up self.boat I enabled the experimental boat rotation for this demonstration, but it works in vanilla regardless
-
You may want to skip EmitterManager updates after a global error, otherwise certain emitters will keep spawning particles that don't go away:
-
Klei did a pretty good job at deprecation, I must say! It was way easier to roll back than I anticipated. I'm not interested in publishing mods myself, but if anyone wants to give it a try - here's what you need to do: Restore "tab" values for each recipe Revert CraftingMenu back to CraftTabs in PlayerHUD's Controls Fix a couple crashes here and there (Optional) Revert controller hookups
-
Piggyback slows down Mighty Wolf, even after unequipped
Tykvesh commented on JazzyGames's bug in Don't Starve Together
I wonder why they didn't just switch to AnimState:SetScale, which scales only the textures, saving all the trouble with physics shenanigans. There used to be a bug where mouseover hitbox was only scaled by Transform:SetScale, but that was fixed a long time ago. -
I've seen this report multiple times, but never had this issue myself. @Mr.Tarunio What graphic settings do you have? Have you tried disabling your mods or verifying integrity of game files?
-
See Video - something very odd with the graphics
Tykvesh commented on totestoto's bug in Don't Starve Together
Have you tried disabling Netbook Mode? -
Reverting version locks mods into needing an update
Tykvesh commented on O_Atoba_Azul's bug in Don't Starve Together
I remember that the revert button for DST mods did not exist before transition to V2 API. I think this is something that can be controlled by developers, because a mod I published for Project Zomboid years ago had the revert button immediately. This may be just a coincidence, but what if someone accidentally toggled it on? -
@Bad Willow I assume "6.100" counts as "6.1" so that's why it returns false. Here's some info from when the feature was implemented, seems to be still accurate today.
-
This should stop Sea Weeds from becoming aggresive when being ignited from smoldering: Make so Burnable's SmolderUpdate uses self.inst as source for Ignite: local function SmolderUpdate(inst, self) < ... > self.smoldertimeremaining = self.smoldertimeremaining - SMOLDER_TICK_TIME * heatmod if self.smoldertimeremaining <= 0 then self:StopSmoldering() --JUST in case ignite fails... self:Ignite(nil, self.inst) --smoke is invalid at this point, so use self.inst as source < ... > end Don't forget to pass source to "onignite" event: function Burnable:Ignite(immediate, source, doer) if not (self.burning or self.inst:HasTag("fireimmune")) then self:StopSmoldering() self.burning = true self.inst:ListenForEvent("death", OnKilled) self:SpawnFX(immediate) self.inst:PushEvent("onignite", { source = source, doer = doer }) < ... > end end And finally, make use of these changes in waterplant prefab: local function on_ignited(inst, data) -- Would be nice to use data.doer, but very few places seem to pass it! -- So just set the closest player as a target and assume they lit us up. if data ~= nil and data.source ~= inst then find_and_attack_nearby_player(inst) end inst.components.harvestable:Disable() end
-
This is intentional. However, there's a bug where the icon sometimes remains invisible:
-
OnGround deployables have wrong sort order
Tykvesh commented on Hornete's bug in Don't Starve Together
Resolved by adding these lines at MakePlacer (prefabutil.lua): LAYER_WORLD_BACKGROUND to display it below the layer commonly used by billboard entities Sort order 7 to display on top of everything else on the same layer (e.g. boat planks) if onground then inst.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround) inst.AnimState:SetLayer(LAYER_WORLD_BACKGROUND) inst.AnimState:SetSortOrder(7) end