Eusong

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About Eusong

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  1. From what I can tell this is the most up to date character template. https://steamcommunity.com/sharedfiles/filedetails/?id=567405519
  2. You should be able to by going to (on Windows) C:\Users\*YourNameHere*\Documents\Klei\DoNotStarveTogether You should see something like this in that folder Each of those is a world you have saved. They're numbered in the order they show up from top to bottom in game. If you copy the contents and replace the contents of another cluster with them it *should* do what you're wanting.
  3. So far it seems that's helped... I'll post here again if the issue returns.
  4. Nope. I can't use client side or server side mods, and it doesn't matter what mod is being used. As long as there's a mod being used period it crashes with that error.
  5. Absolutely nothing. Didn't touch the world generation.
  6. I already verified the integrity of my game files and everything was as it was supposed to be. Old mod configuration files? Not sure what you mean by that. Could you elaborate?
  7. No matter what the mod does, no matter what it changes, my game will crash if any mod is enabled. It always gives the same error too. If I play without ANY mods, client or server side, the game works perfectly fine. I'm not using the beta. Also the crash log is client side. This is with me as host, so I know for sure it's not an issue of the game not downloading the mod on my side. Here's the crash log.
  8. I got the idea to put weapon.components.equippable.onequipfn BUT what about the client version of the stategraph? replica.equippable doesn't have the onequipfn as far as I can tell. The client version of the stategraph shown in master post: local weapon = inst.replica.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) if weapon then inst.AnimState:OverrideSymbol("swap_object", "swap_"..weapon.prefab, "swap_"..weapon.prefab) else inst.AnimState:ClearSymbolExchanges() inst.AnimState:Hide("ARM_carry") end EDIT: Turns out I don't need to change the client version of the stategraph except to remove that chunk of code. The master stategraph takes over.
  9. local weapon = inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) if weapon then inst.AnimState:OverrideSymbol("swap_object", "swap_"..weapon.prefab, "swap_"..weapon.prefab) else inst.AnimState:ClearSymbolExchanges() inst.AnimState:Hide("ARM_carry") end This causes any skins to be removed from the item and have it just show the basic item, also some items such as the hambat are completely invisible. I need it so that any skin(s) applied to the item will show up as well as items such as the hambat showing up too.
  10. Have you given the mod time to show up in your folder? Depending on how many mods you have it can take quite a few minutes.
  11. I'm having a problem with the latest update of the beta. It works fine when I'm playing without the beta, but when I test my mod I'm working on with the beta it crashes client side Log:
  12. Ok so apparently when movement prediction was OFF, the shield was invisible but it blocked damage. When movement prediction was ON, the shield was visible but didn't block damage. I was able to fix the shield be invisible when it's OFF by adding the client stategraph's code to the server's and changing replica to components. The problem with it not blocking when it's ON was fixed by adding inst:PerformPreviewBufferedAction() to the client side stategraph. Thank you so much for @Zarklord for helping me with my issues over Discord.
  13. I'm trying to update my shields mod with an equip slot and blocking action. At the moment, the animation plays, but the buffered action isn't performed, meaning the player still takes damage while blocking. Below is all the code relating to this. For a better explanation of what it's supposed to do: When the player right clicks on any prefab with the combat component, they will play a special animation, holding the shield while any and all incoming damage is absorbed by the shield. If the player is not doing this action when hit, the shield absorbs 0% of damage dealt to the player. What is happening: When the player right clicks on any prefab with the combat component, they will play a special animation, holding the shield. No damage is blocked by the shield even when they're doing this action. It all hits the player. This is with caves enabled, so that I can test by myself while being considered a client.
  14. Hamlet mod compatability?

    If that doesn't work, try using porkland_compatible = true