KoreanWaffles

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About KoreanWaffles

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  1. You only needed to reload the server to gain access to the 5 second duplication window. AddRoom("LightningBluffLightning", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = GROUND.DIRT_NOISE, tags = {"RoadPoison", "sandstorm"}, contents = { countprefabs= { lightninggoat = function () return 2 + math.random(4) end, }, distributepercent = 0.08, distributeprefabs = { marsh_bush = .8, oasis_cactus = 0.8, }, } }) Code taken from scripts/map/rooms/forest/DLCrooms.lua Right now, World Generation spawns between 3-6 Volt Goats in the Oasis Desert. The problem with this is that when these Volt Goats are spawned, they will most likely merge together into the same herd, which makes it possible to roll low and only get 1 Volt Goat herd. Might I suggest replacing the line lightninggoat = function () return 2 + math.random(4) end, with this line lightninggoatherd = 2, This way, instead of spawning Volt Goats, World Generation will spawn in the Volt Goat herds themselves. However, there's still the problem of the herd going extinct once all Volt Goats in the herd are killed. This isn't a problem with other herds like Beefalo since World Generation spawns in many more of them and their herds can be duplicated. This can be solved simply by removing line 31 in scripts/prefabs/lightninggoatherd.lua inst.components.herd:SetOnEmptyFn(inst.Remove) If the herd's onempty function is nil, then Volt Goats will continue to respawn even if their entire herd is killed off, making it impossible for them to go extinct in long worlds. For the summer rain, perhaps we could get an item similar to the Dripple Pipes from Shipwrecked that is crafted with the Beefalo Horn instead of the Water Beefalo Horn.
  2. Is there a reason why the Tent and Siesta Lean-to were nerfed with the introduction of Walter and Woby? Tents and Siestas used to restore +2 health per second while sleeping, and now they only restore +1 health per second, which is the same health restoration as Walter's Tent Roll. Interestingly enough, the Straw Roll and Fur Roll haven't been touched. A Fur Roll is now equally as strong as a Tent and Walter's Tent Roll. It's essentially a portable tent that any character can use, albeit with fewer uses than Walter's tent.
  3. My DST reenactment of Shakespeare's Macbeth He stabs him.
  4. 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
  5. 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.
  6. 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. Remember when you could put an eyeball on literally anything and it would be funny?
  8. Hey cister with a blister!

  9. 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).
  10. 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.