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About RedHairedHero

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  1. I have resolved this issue. If anyone should ever run into this issue with your own character the line of code was inst.entity:SetPristine() this was inside the master_postinit function on my characters prefab.
  2. Hi there. It's been a long time since I've been on the forum or messed with a mod I uploaded quite awhile ago (May 2018). The issue I'm running into is my modded character spawns in with this new Enlightment/Lunacy state, but I'm unsure why? I was hoping someone could explain to me in more detail what this new state is and what causes a character to go into that state as it's not clear why my character which was added into the game prior to this state even being a thing (the state was added in August 2019) would have this issue. Thank you, Nathan
  3. The easiest option is to Subscribe to Conker through Steam. You can use this link here >> Conker If you want to do it manually you can download the file from here, unzip it, go to your Don't Starve Together mods folder and place it there.
  4. Version 1.0.0


    Conker the Squirrel is ready for another Bad Fur Day! Health: 150 Hunger: 150 Sanity: 200 Frying Pan The frying pan is a useful multi tool for Conker. *It can be crafted under the Weapons Tab. *To craft it you'll need 3 Rocks, 3 Twigs, and 3 Charcoal. *The pan will start out with 34 damage and has 200 uses. *If you stand close to a fire or leave it by a fire it will heat up! *Once it heats up the damage will be boosted to 42.5 damage, provide some heat, and you can cook with it. *If you heat it up until it turns orange it'll provide a small amount of light around you. *Includes authentic sounds from Conker's Bad Fur Day. Chainsaw The chainsaw is a powerful tool and weapon exclusive to Conker. *It can be crafted under the Tools tab when you have an Alchemy Engine. *To craft it you'll need 5 Hound's Teeth, 1 Electrical Doodad, and 2 Boards. *The chainsaw will cause 59.5 damage and has 100 uses. *If used to chop down trees it will knock them down with ease 4x faster then a normal axe. *Not only is it faster it lasts 4x longer when chopping trees, that's a maximum of 400 uses! Scared Conker is scared of this land and the beasts that lurk within. *When nearby a creature that drains sanity Conker's sanity will drain 10% faster. *If Conker is caught out in the dark his sanity will also drain 10% faster. It's going to be a long and treacherous day for Conker, are you up for the challenge?
  5. I am currently working on bringing her to Don't Starve: Reign of Giants, at the moment her Burrow ability borrows from the Moleworm and unfortunately the Moleworm is not available in regular Don't Starve or Shipwrecked.
  6. Version 1.2.0


    Introducing Whisper the Bunny character mod for Don't Starve Together! Whisper is a happy go lucky bunny ready for adventure! Stats Whisper has 150 health, hunger, and sanity. Burrow Whispers unique ability allows her to burrow underground by pressing 'B'. This key is configurable as well. While burrowing Whisper loses enemy aggro and moves 50% faster. She can also pick up items off the ground and pick plants as well. Burrow has an initial cost of 10 hunger and her hunger will drain 2x faster. Fragile Whisper is vulnerable to incoming damage. She takes 25% more damage so be careful. Vegetarian Whisper is a vegetarian, along with this she has a fondness for carrots. Eating carrots will grant her a small hunger bonus. She gains 6 additional hunger if the carrots are fresh, 4 if they're stale, and 2 if they're spoiled. Friendly Whisper is quite friendly and not very threatening, because of this she doesn't scare away creatures if she gets close by. Also any allies she makes on her journey will stay with her for a longer period of time. If you have any questions, comments, or issues please comment below or PM me. I hope you enjoy this mod as much as I do. If you prefer to subscribe through Steam you can use the link below. Thank you and hope you have fun, Red
  7. I would put the stuff I mentioned into the for loop instead of outside of it. Also add prints for each value to make sure they're being generated properly. Print(x) Print (z) Print (_other) Print (_inst)
  8. This is a stab in the dark, but should work. local play = Point(inst.Transform:GetWorldPosition()) --This will provide the x,y,z coordinates for the main player local rando = Point(p.Transform:GetWorldPosition()) This will provide the x,y,z coordinates for the random player Once you have their coordinates you can perform a check to see if they're out past a certain distance. Here's a quick example. local x = play.x - rando.x local z = play.z - rando.z if x <= 60 and x > 20 or x < -20 and x >= -60 or z =< 60 and z > 20 or z < -20 and z >= -60 then --Have the character make their warning announcement. end So this will detect anyone who is past 20 and less then 60 away.
  9. So here's an example of what your function is currently doing. Let's say there's Tom, Jerry, Barry, and Larry. Tom is close, Jerry is closer, Barry is very close, and Larry is super close. The roar goes off. The function checks what players are close. Tom, Jerry, Barry, and Larry are detected and take damage. Then the closer loop goes. Jerry, Barry, and Larry are detected and take damage. Then the very close loop goes. Barry and Larry are detected and take damage. Then the super close loop goes. Larry is detected and takes damage.
  10. inst:ListenForEvent("phasechanged", OnPhaseChanged) So this event listener here isn't doing anything at the moment. What happens is when there's a phase change it will call a function that you setup. In this case you're trying to call a function called OnPhaseChanged, which doesn't exist in your code. If you want something to happen when the phase changes just create a function above your common_postinit function. local function OnPhaseChanged(inst) --Your code here end
  11. One problem I would bring up would be that if you're performing these for loop checks by distance, who ever is close to you will be hit like 4 to 5 times, since they'll be within range for all of your checks. If it's intentional then nevermind.
  12. You could always put a cap on the maximum they can drink. For example perform a check on how much their damage multiplier is before they consume the potion. If eater.components.combat.damagemultiplier < 3 then ... perform normal function else "Too much rage my belly hurts" end
  13. v is the prefab name in range. He mentioned it here when he performed the print. So doing v.prefab is essentially prefab.prefab which will mean nothing and always turn out to be nil. If you're needing to check by character name you can do if v == "watan"
  14. So right now you check to see what players are in the area including yourself. After you perform that you need to exclude your character from being a potential target. Like Serpens mentioned you can use inst==v or you can check by tag if your character has a unique one. for _, v in pairs(near_players) do if and not and v.soundproof == nil and not v:HasTag("playerghost") and and not and not inst==v then ... and not inst==v or if you have a unique tag and not inst:HasTag("your character unique tag")
  15. Hi there, The best way to help resolve a crash is to share your crash log. You can find this in your Documents > Klei > Don't Starve Together folder. This should give us a better idea what's causing the issue.