Joachim

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About Joachim

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  1. Umm. It would be nice if you at least gave credit to the work of other modders. We invested a lot of time in our mods after all. Not to mention that my friend, Snook-8, designed those beavers. I do not think that she would appreciate that you used her work like that. You present it entirely as your own and this does not do justice to the work Snook-8 has done. Sure, ultimately the beaver's fundamental design has been made by the Klei staff, but that does not mean that we should disregard each other's work within the modding community simply because a common base was used to design the beaver.
  2. It seems to have been resolved after around 30 - 45 minutes. I still would like to know your opinion on this, whether this is desired behavior from the mod tools application.
  3. Hi, It appears that I can no longer upload any mods. I have done this many times before without problems, so I am familiar with the workflow. I am getting the error code k_EResultBusy = 10. I believe it is caused by the fact that I closed the mod tools prematurely while uploading, because I noticed I forgot something and didn't want to wait it out. Now I regret this, because the uploading process seems to be stuck. I have filed this as a bug, because I do not think that this is correct behavior. Is there any way to reset this? Thanks in advance. - Jochem (Log is included as an attachment)
  4. = Hi @Ipsquiggle, Unfortunately, I still get the problem with one of my mods (as of June 3, 2018). It does have custom presets, locations, task sets, etc. Could this have any impact on it? I would think so. Any idea how to fix this? [00:00:43]: WARNING: Failed to cache WorldGen data for server listing. Data size (5501) exceeded max length (5120. - Jochem
  5. - The size of the coffee cups is indeed not what it is supposed to be in Shipwrecked. I could fix this, but I have been told that it looks cute, so I have not touched it since then. If people want it changed, then it takes me around 5 - 10 minutes to fix. - You found me out. I used placeholders for some of the new turfs, and incidentally forgot to give them appropriate names. This will be fixed. - Yes. Coffeebushes currently cannot be fertilized by ashes, nor should they necessarily be placed on ashy turf. I have been thinking about porting this, but there are indeed some difficulties. Nothing that cannot be overcome, but I have not touched it for now, so I can focus on adding other content. - I have no idea what caused two forests to appear. Are you sure this mod caused it? - The prefab for magmafield turf is turf_magma by the way. Perhaps I should rename it.
  6. Wow, PandoMish. That is really amazing. Thanks so much for testing this so thoroughly and showing what works and what doesn't. This is extremely helpful. I am writing a response now.
  7. I am experiencing the exact same problem with my own mod (Multi-Worlds DST). I get the following error when I subscribe to the beta: [00:00:43]: [string "scripts/prefabswaps.lua"]:186: attempt to index upvalue '_inactive_prefabs' (a nil value) However, without the beta, everything works fine. Still, it sucks because it means that sooner or later my mod will stop working when the beta becomes the main branch, and I am already getting some complaints by people that they are no longer able to use my mod (because hey, they want to play with the new features of the beta). I would love to see a solution for this. I think a lot of other mods are affected too. Probably any mod that does something with setpieces / static_layouts is affected by this, and this somehow relates to the (obsolete?) prefabswaps. Could anyone look into this? I am pretty sure it is not something I or @Lumina did. @PeterA, could you help out here? Lots of love, Joachim
  8. I use Sublime too and it is one of my favorite code editors. I also use Eclipse for Java, but I am not sure if Eclipse has Lua support.
  9. 1. Subscribe to the mod and make sure it is downloaded in your mods folder. 2. Copy the mod folder and rename it to something else. 3. Start editing.
  10. If you want your character to gain sanity during dusk and night only, then you can simply do this: if not TheWorld.state.iscaveday then -- Sanity gain code end
  11. That's strange, because I see fractions being used everywhere in the shader files.
  12. Yes, you can. As you can see, the definitions refer to "builds" and "banks". These consider the animation files, which can be found in the anim/ folder. You need to extract the corresponding animation files (which are ZIPs) and convert the TEX file to a PNG (there is a tool called ktech that you can download; look it up). Then you use Photoshop, GIMP or whatever to change the PNGs however you want, and convert them back to TEX files. I would start with this. The next step would be to rename the builds and make sure your new assets are loaded correctly.
  13. If you want people to help you here, you need to be as specific as possible. For example, if you need help with something related to hunger, then be specific in what you need (what do you want to do with the hunger status, for example), and we will be able to help you out. It is impossible for us to answer a broad question such as "how to mod?" without referring to some existing guide. Also, what could help you while exploring the code is to search for specific strings of text (e.g,, "hunger") in the game scripts. In Linux, I use grep for this, and it will tell me which files contain that string and the corresponding line numbers having that string. Not sure how it is done in Windows, but I am sure you will be able to Google it.