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About KoreanWaffles

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  1. Deerclops is a she?

    Deerclops is actually genderfluid.
  2. So I've been trying to get the Don't Starve Mod Tools to work on my Mac so I don't have to open my old Windows laptop from the last millennia or go through the hassle of booting up a virtual machine every time I want to compile an image. So far, I've gotten ktech and krane from ktools working, so I can create tex files for mod icons and inventory images, and decompile anim and build files, but I can't do the most important thing which is compile animations. The Don't Starve Mod Tools for Mac on Steam only comes with the Mod Uploader, so I have to download and build everything manually, such as Spriter, FMOD, and most important, the compiler/autocompiler. I tried building the mod tools off the GitHub source code, and eventually got a executable scml.exe file that I could run in the terminal, but the problem is whenever I run the file, I get an animation.xml and build.xml file instead of an anim.bin and build.bin file and no atlas file. I feel like I'm so close, but it's all pretty pointless unless I get all the components working, since otherwise I would have to use a Windows machine anyway. Here's the error I get in my terminal when I try to compile the scml file for the Tall Bird Egg (I get the same error when I try to compile any scml file). I get an animation.xml and build.xml file, and no atlas file. Does anyone know what to do? Any help would be appreciated.
  3. [Game Update] - 377062

    There's a crash with Wurt. In scripts/prefabs/wurt.lua, line 37 says <currenthealth> instead of <current_health> I copied down part of the function. The bug is in the second to last line. local function UpdateStats(inst, maxhealth, maxhunger, maxsanity) local current_health = inst.components.health.currenthealth local current_hunger = inst.components.hunger.current local current_sanity = inst.components.sanity.current inst.components.health:SetMaxHealth(maxhealth) inst.components.hunger:SetMax(maxhunger) inst.components.sanity:SetMax(maxsanity) if current_health > inst.components.health.maxhealth then currenthealth = inst.components.health.maxhealth end
  4. Maxwell Memes: The Sequel

    Posted in Maxwell Memes the Sequel - Page 291, comment number 7 (comment ID 1208126), on June 10, 2019 by user Terra_Zina who joined the Klei Entertainment forums on November 10, 2018, boasting 4,346 community reputation and 431 content count as of today. Remember to always cite your sources kids, preferably in APA or MLA format. APA U. M., & T. Z. (2016, April 26). Maxwell Memes: The Sequel. Retrieved from https://forums.kleientertainment.com/forums/topic/66717-maxwell-memes-the-sequel/?page=291&tab=comments#comment-1208126 MLA Unsound Mind, and Terra_Zina. “Maxwell Memes: The Sequel.” Klei Entertainment Forums, Klei Entertainment, 26 Apr. 2016, https://forums.kleientertainment.com/forums/topic/66717-maxwell-memes-the-sequel/?page=291&tab=comments#comment-1208126.
  5. With the Return of Them beta, Klei added new ocean tiles and changed the way world boundary detection worked. These changes also affected the caves which means you can no longer dodge Fuelweaver's bone cage by running to the edge of the arena because of how the new boundary detection works. This basically makes the Lazy Explorer mandatory for the fight. Personally, I'm opposed to this change because it takes away a layer from the fight, making it much more linear. You're no longer rewarded for good positioning. Simply bring an extra Lazy Explorer and extra sanity restoration to telepoof out of every bone cage. Some might say that dodging the bone cage is cheesy/exploitative, but I would argue that it's good game design because it adds meaningful counter play to the fight. I would like to see this mechanic restored to make the Fuelweaver a more interesting boss battle. What does everyone else think? Main Branch: Beta Branch:
  6. [Game Update] - 354959

    I made a comparison view of the new HQ item models. The the modded screenshot was taken on the beta branch so the Bone Helmet, Bone Armor, Insulated Pack, and Candy Bag are the same as the beta. The mod updates the models of the Krampus Sack, Bee Queen Crown, and Eyebrella. The mod in question is HQ DST (WIP) made by co.op. https://steamcommunity.com/sharedfiles/filedetails/?id=1806500091
  7. Maxwell Memes: The Sequel

    Remember when you could put an eyeball on literally anything and it would be funny?
  8. Maxwell Memes: The Sequel

    I'm here for my bi-monthly meme post
  9. Hey cister with a blister!

  10. This is definitely a bug. I've seen this with some mods before. local function on_deploy(inst, position, deployer) local new_trap_starfish = SpawnPrefab("trap_starfish") if new_trap_starfish ~= nil then -- Dropped and deployed starfish traps shouldn't spawn in a reset state (or they'll bite the deployer). new_trap_starfish.AnimState:PlayAnimation("trap_idle") new_trap_starfish.components.mine:Spring() new_trap_starfish.Transform:SetPosition(position:Get()) new_trap_starfish.SoundEmitter:PlaySound("dontstarve/common/plant") end end There are two separate prefabs for Anenemy Traps, one is "dug_trap_starfish" and the other is "trap_starfish". The dug version is the inventory item, and the normal version is when it's planted. Anenemy Traps have a "deployable" component to them. Whenever a prefab is deployed, it needs its coordinates to be specified. This is usually done by getting the deployer's coordinates. However, if you look at the code above, deploying a "dug_trap_starfish" spawns a "trap_starfish" when deployed. Going back to the "deployable" component, the "dug_trap_starfish" will attempt to deploy itself at some coordinate. Since there is no coordinate specified, it defaults to the coordinate (0, 0). A simple fix to this bug would be to add inst:Remove() to the code, which would delete the "dug_trap_starfish" when deployed (which is what we want since it becomes a "trap_starfish" anyway).
  11. Maxwell Memes: The Sequel

  12. Klei changed some of the land/ocean detection in the RoT beta. The edges of the land don't count as valid ground, so players can use the /rescue command when hugging the edge to cross small gaps in the caves. This also has several other implications that deal with land and ocean detection such as mobs swimming along the edge.
  13. Maxwell Memes: The Sequel

    I am speed I AM SPEED
  14. Screenshot showcase

    The new Farmville is looking great!