ColombianCam

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About ColombianCam

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  1. 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?
  2. 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"), }
  3. 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.
  4. 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:
  5. 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
  6. 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
  7. 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.
  8. 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
  9. 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.
  10. Hello everyone, I want to make woodie hide the hud for health, sanity, hunger whenever he turns into any of his wereforms, I would like to know what code identifies these things inst.HUD.controls.status:SetWereMode(false, skiphudfx) if inst.HUD.beaverOL ~= nil then inst.HUD.beaverOL:Hide() inst.sanity:Show() inst.heart:Show() inst.stomach:Show() end the game keeps crashing with my mod for "sanity" not being a invalid index, I borrowed some code to try see if these were the appropriate ones but it did not work. the rest of the code are some statements that make the wereform badge show up and I try to hide it whenever it is showing.
  11. Bump, I am willing to commission a modder for doing this tweak, or change and making it work as I thought, through steam trading or yada-yada further options, if interested please message me.
  12. Hello everyone, I am a woodie enthusiast, I like playing woodie as my main character, I like the mod TreeĀ“s a crowd by Bramble, however I have asked for permisison and seen suggestions not being taken into consideration, so support by him has no longer be offered; I want for woodie to waste idols he has at his inventory, when clicking on a hud, for transforming as a wereform, you also cannot transform into any wereform without any idols in your inventory is the rework I would like for this mod, this mod for me is the only workaround to change into other wereforms while being one still, example would be to transform into goose from moose when in a dangerous or low health situation to escape. " https://steamcommunity.com/sharedfiles/filedetails/?id=1863500676&searchtext=tree%27s+a+crowd " - The Mod I have tried changing the code myself, an inexpert or even amateur at modding, so my idea would be to cause woodie to consume the item he has in his inventory and transform briefly to the transformation you clicked on the hud, but you must need the idols in your inventory to be consumed when wanting to change form. AddModRPCHandler("Woodie_Mod", "goose_button", function(inst) if inst:HasTag("goose") then inst.components.wereness:SetPercent(0, true) inst:RemoveTag("goose") elseif inst:HasTag("beaver") and inst.components.inventory:FindItem(ConsumeByName, 1) or inst:HasTag("moose") and inst.components.inventory:ConsumeByName(wereitem_goose, 1) then inst.components.wereness:SetPercent(0, true) inst.components.wereness:SetWereMode("goose") inst.components.wereness:SetPercent(1, true) inst:AddTag("goose") inst:RemoveTag("beaver") inst:RemoveTag("moose") elseif inst.components.inventory:ConsumeByName(wereitem_goose, 1) then inst.components.wereness:SetWereMode("goose") inst.components.wereness:SetPercent(1, true) inst:AddTag("goose") end end) AddModRPCHandler("Woodie_Mod", "beaver_button", function(inst) if inst:HasTag("beaver") then inst.components.wereness:SetPercent(0, true) inst:RemoveTag("beaver") elseif inst:HasTag("goose") and inst.components.inventory:ConsumeByName(wereitem_goose, 1) or inst:HasTag("moose") and inst.components.inventory:ConsumeByName(wereitem_moose, 1) then inst.components.wereness:SetPercent(0, true) inst.components.wereness:SetWereMode("beaver") inst.components.wereness:SetPercent(1, true) inst:AddTag("beaver") inst:RemoveTag("goose") inst:RemoveTag("moose") elseif inst.components.inventory:ConsumeByName(wereitem_beaver, 1) then inst.components.wereness:SetWereMode("beaver") inst.components.wereness:SetPercent(1, true) inst:AddTag("beaver") end end) AddModRPCHandler("Woodie_Mod", "moose_button", function(inst) if inst:HasTag("moose") then inst.components.wereness:SetPercent(0, true) inst:RemoveTag("moose") elseif inst:HasTag("goose") and inst.components.inventory:ConsumeByName(wereitem_goose, 1) or inst:HasTag("beaver") and inst.components.inventory:ConsumeByName(wereitem_beaver, 1) then inst.components.wereness:SetPercent(0, true) inst.components.wereness:SetWereMode("moose") inst.components.wereness:SetPercent(1, true) inst:AddTag("moose") inst:RemoveTag("goose") inst:RemoveTag("beaver") elseif inst.components.inventory:ConsumeByName(wereitem_moose, 1) then inst.components.wereness:SetWereMode("moose") inst.components.wereness:SetPercent(1, true) inst:AddTag("moose") end end) I have uploaded the original code in attachments. modmain.lua
  13. I really prefer DST's woodies over DS; However I want to play with him Shipwrecked and I can't find any DST SW world mods or anything so I need a DST mod of woodie for DS.