ColombianCam

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About ColombianCam

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  1. Hi guys, I am trying to add hats for wereforms for woodie, I am stuck, I was not able to complete it, because of the following forum. As the title says, I will reward the coder or person who is able to make this a reality, please dm me or reply in this thread and i will dm you more details.
  2. Hey guys, I still have not been able to rebuild it back, there is something about hierarchy I need to do before it works, I am not sure what it means, it is mentioned in this post, while searching in the forums for help: i did this, now what?
  3. Hi guys, I am trying to eat items from my RCP hud, I tried using finding items or the eater component, it is for woodie whom who needs idols to transform and it is a bit annoying to look for it always, instead I want to be able to eat it and select each one from the icons on the right of the screen. So far I have dodged this by just outright deleting the item or consuming it, but this warrants more coding and I don't want that. AddModRPCHandler("Woodie_Mod", "goose_button", function(inst) if inst:HasTag("goose") then inst.components.wereness:SetPercent(0) inst:RemoveTag("goose") elseif inst:HasTag("wereplayer") and inst.components.inventory:FindItem(GooseIdol) then inst.components.inventory:ConsumeByName("wereitem_goose", 1) inst.components.wereness:SetPercent(0) inst:RemoveTag("beaver") inst:RemoveTag("moose") inst:AddTag("goose") inst.components.wereness:SetWereMode("goose") inst.components.wereness:SetPercent(1) elseif inst.components.inventory:FindItem(GooseIdol) and not inst.components.grogginess.isgroggy and TUNING.WOODIE_CHOPS == 1 then inst.components.inventory:ConsumeByName("wereitem_goose", 1) inst.components.wereness:SetWereMode("goose") inst.components.wereness:SetPercent(1) inst:AddTag("goose") elseif inst.components.inventory:FindItem(GooseIdol) and TUNING.WOODIE_CHOPS == 2 then inst.components.inventory:ConsumeByName("wereitem_goose", 1) inst.components.wereness:SetWereMode("goose") inst.components.wereness:SetPercent(1) inst:AddTag("goose") elseif inst.components.grogginess.isgroggy and TUNING.WOODIE_CHOPS == 1 then inst.components.talker:Say("I've got chops, buddy.") end end) on line 189 if you are going to open the modmain text, I have attached, any help, would be appreaciated, thanks...!! modmain.lua
  4. Hi guys I am trying to add the idols as starting items for woodie, but it doesn't work, it does not show up as images either when picking the character. I think it has something to do with inventory gamemode? I inserted the whole woodie lua. . local start_inv = { default = { "lucy", "wereitem_beaver", "wereitem_goose", "wereitem_moose", }, } woodie.lua
  5. Hey guys I am trying to alternate options with the werebeaver, make his LMB pick while pressing down a key, instead of gnawing; This line of code used to be working but now it broke, I am not sure if they updated it, I have also tried inserting GLOBAL.Theinput but it does not work either.... Is there some way around this? local function GetBeaverAction(inst, target) for i, v in ipairs(BEAVER_LMB_ACTIONS) do if target:HasTag(v.."_workable") and TheInput:IsKeyDown(KEY_CTRL) then return not target:HasTag("sign") and ACTIONS[v] end if TUNING.BEAVER_PICKUP_RENEWABLE_RESOURCES == 1 and (target:HasTag("molebait") or target.prefab == "dug_berrybush" or target.prefab == "dug_berrybush2" or target.prefab == "dug_sapling" or target.prefab == "dug_grass" or target.prefab == "twigs" or target.prefab == "reeds" or target.prefab == "log" or target.prefab == "acorn" or target.prefab == "pinecone" or target.prefab == "twiggy_nut" or target.prefab == "dug_grass" or target.prefab == "cutgrass" or target.prefab == "dug_marsh_bush" or target.prefab == "dug_berrybush_juicy" or target.prefab == "lucy" or target.prefab == "livinglog" ) then return ACTIONS.PICKUP end if target:HasTag("pickable") and TUNING.BEAVER_HARVEST_RENEWABLE_RESOURCES == 1 then return ACTIONS.PICK end if target.prefab == "wormhole" then return ACTIONS.TELEPORT or nil end end if target:HasTag("walkingplank") and target:HasTag("interactable") then return (inst:HasTag("on_walkable_plank") and ACTIONS.ABANDON_SHIP) or (target:HasTag("plank_extended") and ACTIONS.MOUNT_PLANK) or ACTIONS.EXTEND_PLANK end
  6. I decompiled the werebeaver build with ktools and edited it to be able to wear hats, however I cannot find a way build it back for the game to read it. I got inspired by Spider hat's mod, published on the game's workshop and read and decompiled the authors animation assets for the spiders to get an idea, I realize I needed to add an animation of an hat for every werebeaver action and so I did https://steamcommunity.com/sharedfiles/filedetails/?id=1963882182&searchtext=spider+hat so help? Is it using ktools?
  7. Hello everyone I would like to know if I can change the animation of an action being performed by editing the second item in AddStategraphPostInit("wilson",function(sg) local actionhandlers = ActionHandler(GLOBAL.ACTIONS.MIGRATE, "doshortaction") in migrate, I tried using global.actions in case if it was not detectable but it does not seem to work, so what is going on? how can I add edit existing action handlers? I want to edit it because I am adding new actions for the wereform can do for woodie but it just glitches sometimes without "doshortaction" if possible I would like to have the action handler only be different if the player is woodie and is a werebeaver in other words... AddStategraphPostInit("wilson",function(sg) if inst.prefab == "woodie" and inst:HasTag("wereplayer") then local actionhandlers = ActionHandler(GLOBAL.ACTIONS.MIGRATE, "doshortaction") or nil I really want the wereforms to be able to exit and enter caves, the original code from SGWilson.lua is local actionhandlers = { -------with some other actions as example but I wonder if replacing just one actionhandler with botch everything else up ActionHandler(ACTIONS.BEGIN_QUEST, "doshortaction"), ActionHandler(ACTIONS.ABANDON_QUEST, "dolongaction"), ActionHandler(ACTIONS.MIGRATE, "migrate"), }
  8. No it does not work, I disabled all my client mods also. I am just by standby, I am gonna try to work on other things on my woodie mod, such as adding a button to deplete idols and transform.
  9. Yes I am sure, I even made another mod folder dedicated to this post in hopes of making it work. There's the mod main and modinfo inside the folder. What my modmain looks like: local AllRecipes = GLOBAL.AllRecipes local RECIPETABS = GLOBAL.RECIPETABS local STRINGS = GLOBAL.STRINGS local TECH = GLOBAL.TECH TUNING = GLOBAL.TUNING GetPlayer = GLOBAL.GetPlayer if GLOBAL.TheNet:GetIsServer() then AddPrefabPostInit("woodie", function(inst) local oldCanEat = inst.components.eater.CanEat function inst.components.eater:CanEat(inst) -- Check for certain tags. This example makes all foods with the "mushroom" tag inedible. if inst:HasTag("monstermeat") then return false end if oldCanEat ~= nil then return oldCanEat(self, inst) end return true end end) end What my modinfo looks like name = "Wereformhunger test" description = "The wereforms have a lot of pontential, so I buffed them. Normal woodie still has the same perks before the refresh, made by Klei." author = "Gothy" version = "5.3" forumthread = "" api_version = 10 priority = -8000 server_filter_tags = {"Woodie mod", "wereform buffed"} dst_compatible = true all_clients_require_mod = true client_only_mod = false icon_atlas = "" icon = "" the mods I have enabled: then here I have woodie eating monster meat. my folder:
  10. It is not, please refresh the page, I attached another image, sorry, I took another one to check the ending's of what my note pad++ showed. Ok the code no longers crash but woodie keeps on eating monster meat and idols
  11. I already have note pad ++ , I do not understand why it is not working still.... Have you gone in game to see if it works? I am clueless about trying to call functions from components or retrieving them, that is what your code is trying to do I think by using functions in the Eater component. also used the code just provided
  12. I tried running your code my woodie mod's main, nothing happened so then I decided to put it in a seperate blank mod main and I just keep on getting this error. local AllRecipes = GLOBAL.AllRecipes local RECIPETABS = GLOBAL.RECIPETABS local STRINGS = GLOBAL.STRINGS local TECH = GLOBAL.TECH TUNING = GLOBAL.TUNING GetPlayer = GLOBAL.GetPlayer if GLOBAL.TheNet:GetIsServer() then AddPrefabPostInit("woodie", function(inst) local oldCanEat = inst.components.eater.CanEat function inst.components.eater:CanEat(inst) -- Check for certain tags. This example makes all foods with the "mushroom" tag inedible. if inst:HasTag("monstermeat") then return false end if oldCanEat ~= nil then return oldCanEat(self, inst) end return true end end end) I added the appropriate end's to see if it eliminated the <oef> but it keeps on doing it so I am not sure what to do else.
  13. Hello everyone I am trying to make woodie not be able to eat any food with monter meat in it, however it does not seem to be working, I am not sure if the code is deprecated or something, I am using Ultroman's tutorial for woodie with restriction to eating certain food types or tagged, I will post both codes, mine and ultroman's tutorial reference to see what is wrong. if GLOBAL.TheNet:GetIsServer() then AddPrefabPostInit("woodie", function(inst) local oldCanEat = inst.components.eater.CanEat function inst.components.eater:CanEat(inst) -- Check for certain tags. This example makes all foods with the "mushroom" tag inedible. if inst:HasTag("monstermeat") then return false end if oldCanEat ~= nil then return oldCanEat(inst) end return true end end) local oldCanEat = inst.components.eater.CanEat function inst.components.eater:CanEat(inst) -- Check for certain tags. This example makes all foods with the "mushroom" tag inedible. if inst:HasTag("mushroom") then return false end -- Check for certain foodtypes. This example makes all VEGGIES inedible. if inst.components.edible then if inst.components.edible.foodtype == "VEGGIES" then return false end end if oldCanEat ~= nil then return oldCanEat(inst) end return true end If I get the food restriction to work, I will set up more conditionals such as it being only applied if woodie is groggy, so that he cannot transform by eating monster meat or idols. if inst.components.grogginess.isgroggy == true then Here is the mod main in case you can find any issues with it, I highly doubt so, just in case. modmain.lua
  14. welp, after mining through the game files I found the code I needed inst.HUD.beaverOL:Hide() inst.HUD.controls.status.heart:Show() inst.HUD.controls.status.brain:Show() this is solved, thanks everyone for your time.