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  1. I'm making a character that will die every 22 Minutes - no stopping it, but they have their own way to revive themselves. However, I'm not sure how I would do that. I've been looking at Wanda and I saw a few various strings that could help, but I honestly need some help. Is there anyone I could talk to who can help with this? Additional information: I want a specific song to begin quietly playing once they've got about 2 minutes left, and I want them to be able to revive without losing any max HP.
  2. I want to learn how to use components and functions and help others have an better time while managing they're servers. Misc commands. Night vision Either Add the tag ("nightvision") to an equipable item or use ThePlayer.components.playervision:ForceNightVision(true) ------------------------------------------------------------------------------------------------------- Replace objects with another prefab around an custom radius without replacing self. function c_replaceprefabs(prefab, radius, around, count) radius = radius or 4 around = around or ThePlayer local x,y,z = around.Transform:GetWorldPosition() local target_ents = TheSim:FindEntities(x,y,z, radius, count or nil, {"CLASSIFIED", "player"} ) for _,ent in pairs(target_ents) do local x,y,z = ent.Transform:GetWorldPosition() ent:Remove() SpawnPrefab(prefab).Transform:SetPosition(x,y,z) end end after using the command above do c_replaceprefab("prefab", radius, around, count) to do it ------------------------------------------------------------------------------------------------------- function c_extinguish(radius) radius = radius or 15 local x,y,z = ThePlayer.Transform:GetWorldPosition() local targets = TheSim:FindEntities(x,y,z, radius,nil,nil) for _,t in pairs(targets) do if t.components.burnable and t ~= AllPlayers[1] then t.components.burnable:Extinguish() end end end Extinguishs nearby prefabs if they're burning. Use c_extinguish(radius) to do after doing the command above. ------------------------------------------------------------------------------------------------------- function c_killnear(radius) radius = radius or 12 local x,y,z = ThePlayer.Transform:GetWorldPosition() local targets = TheSim:FindEntities(x,y,z, radius,nil,nil) for _,t in pairs(targets) do if t.components.health and t ~= AllPlayers[1] then t.components.health:Kill() end end end Kills things around the radius, use c_killnear(radius) to after using the command above to use. ------------------------------------------------------------------------------------------------------- Set other players speed c_select()c_speedmult(n) ------------------------------------------------------------------------------------------------------- Delete multiple objects around an certain radius. local REMOVE_CANT_TAGS={"CLASSIFIED", "player"} function c_removenearby(rad) local x,y,z = ConsoleWorldPosition():Get() local ents = TheSim:FindEntities(x,y,z, rad or 2, nil, REMOVE_CANT_TAGS) for k,v in pairs(ents) do v:Remove() end end After using command above use c_removenearby(rad) to remove nearby prefabs ------------------------------------------------------------------------------------------------------- Make an circle function c_makecircle(prefab, count) count = count or 16 local r = 4 for theta = 0, PI2, PI2 / count do local inst = DebugSpawn(prefab) local x,y,z = inst.Transform:GetWorldPosition() inst.Transform:SetPosition(x + math.cos(theta) * r, y, z + math.sin(theta) * r) end end After you use the command above use c_makecircle("prefab", count) to do it. ------------------------------------------------------------------------------------------------------- Make an spiral function c_spiral(prefab,count,radius,loops) count = count or 16 radius = radius or 4 loops = loops or 3 local inst = SpawnPrefab(prefab) if inst == nil then return nil end local x,y,z = ThePlayer.Transform:GetWorldPosition() local step = PI2 / count inst.Transform:SetPosition( x + 0, y, z + radius ) for theta = 0, PI2 * loops + step, step do radius = radius + step inst = SpawnPrefab(prefab) inst.Transform:SetPosition( x + radius * math.sin(theta), y, z + radius * math.cos(theta) ) end end Use c_spiral"prefab" or c_spiral("prefab",count,radius,loops) after using the command above to spawn an spiral ------------------------------------------------------------------------------------------------------- make players do animations. AllPlayers[number].AnimState:PlayAnimation("animation name", false). Animation list here ------------------------------------------------------------------------------------------------------- make existing items have more durrablity or no durrablity. No durrablity command c_select():RemoveComponent("finiteuses") more durrablity command c_select().components.finiteuses:SetUses(amount) ------------------------------------------------------------------------------------------------------- Use c_give with other players c_select()c_give("prefab") ------------------------------------------------------------------------------------------------------- Revive all players for k,v in pairs (AllPlayers) do v:PushEvent('respawnfromghost') end Drop everyone's items for k,v in pairs (AllPlayers) do v.components.inventory:DropEverything(true) end Give everyone creative for k,v in pairs (AllPlayers) do v.components.builder:GiveAllRecipes() do c_supergodmode(v) do c_maintainall(v) end end end ------------------------------------------------------------------------------------------------------- Combat commands. Commit arson function c_ignite(radius,burntime) radius = radius or 12 local x,y,z = ThePlayer.Transform:GetWorldPosition() local targets = TheSim:FindEntities(x,y,z, radius,nil,nil) for _,t in pairs(targets) do if t.components.burnable and t ~= AllPlayers[1] then t.components.burnable:Ignite(burntime) end end end ------------------------------------------------------------------------------------------------------- Make stuff sleep function c_pacify(radius,sleepiness,sleeptime) radius = radius or 12 local x,y,z = ThePlayer.Transform:GetWorldPosition() local targets = TheSim:FindEntities(x,y,z, radius,nil,nil) for _,t in pairs(targets) do if t.components.sleeper and t ~= AllPlayers[1] then t.components.sleeper:AddSleepiness(sleepiness,sleeptime) end end end Use c_pacify(radius, sleepiness,sleeptime) after doing the command above do it. ------------------------------------------------------------------------------------------------------- Freeze entities around you (even other players) function c_freeze(radius,thawtime) radius = radius or 12 local x,y,z = ThePlayer.Transform:GetWorldPosition() local targets = TheSim:FindEntities(x,y,z, radius,nil,nil) for _,t in pairs(targets) do if t.components.freezable and t ~= AllPlayers[1] then t.components.freezable:Freeze(thawtime) end end end ------------------------------------------------------------------------------------------------------- Become invisible. ThePlayer:Hide() do ThePlayer:Show() to become visible again------------------------------------------------------------------------------------------------------- Kill all players for k,v in pairs (AllPlayers) do v:PushEvent('death') end ------------------------------------------------------------------------------------------------------- Set attack speed ThePlayer.components.combat:SetAttackPeriod(period) ------------------------------------------------------------------------------------------------------- Set attack range ThePlayer.components.combat:SetRange(overralrange, hitrange) ------------------------------------------------------------------------------------------------------- function c_findfriend() local x, y, z =ThePlayer.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 15, nil,nil) for k, v in pairs(ents) do if v.components.health and not v.components.health:IsDead() then ThePlayer.components.leader:AddFollower(v) v.components.follower:AddLoyaltyTime(99999) end end end This command adds entities around you. Use c_findfriend() after doing the command to use. ------------------------------------------------------------------------------------------------------- Random command Add tags c_select():AddTag("thetagyouwannaadd") ------------------------------------------------------------------------------------------------------- Extra commands ReplacePrefab(c_find"prefab you wanna replace", "prefab you want to replace the first one with") for example ReplacePrefab(c_find"multiplayer_portal", "multiplayer_portal_moon") ------------------------------------------------------------------------------------------------------- Place multiple things at once at any coordinate(reccomand having coordinate mod) (y/2)-2.9 part can make stairs if you don't want that then do the 2rd version. For x 1, 10 d for y 1,10 do local e = SpawnPrefab("wall_stone") e.Transform:SetPosition(x coordinate+x, (y or x/2)-2.9, z coordinate + y) end end ------------------------------------------------------------------------------------------------------- For x 1, 10 d for y 1,10 do local e = SpawnPrefab("wall_stone") e.Transform:SetPosition(x coordinate+x, y coordinate, z coordinate + y) end end ------------------------------------------------------------------------------------------------------- My favorite commands function c_cyan() ThePlayer.AnimState:SetMultColour(1,1,1,1) ThePlayer.AnimState:SetAddColour(0,1,1,1) ThePlayer.AnimState:SetLightOverride(0.5) ThePlayer.AnimState:SetHaunted(true) end Do c_cyan() after using the command above to make you cyan. (White when night) you can change the addcolor area to whatever color you want. ------------------------------------------------------------------------------------------------------- function c_cyanselected() c_select().AnimState:SetMultColour(1,1,1,1) c_select().AnimState:SetAddColour(0,1,1,1) c_select().AnimState:SetLightOverride(0.5) c_select().AnimState:SetHaunted(true) end Same as c_cyan but things under you cursor will become cyan. ------------------------------------------------------------------------------------------------------- function c_light() local light = c_select().entity:AddLight() light:SetColour(1/255, 1/255, 255/255) light:SetIntensity(1) light:SetRadius(6) light:SetFalloff(0.33) light:Enable(true) end Makes an square light on the object under the cursor. ------------------------------------------------------------------------------------------------------- function c_sanityauralower() c_select():AddComponent ("sanityaura") c_select().components.sanityaura.aura = -TUNING.SANITYAURA_LARGE*2 end Selected prefab lowers sanity by an lot per min, you can edit the number after the * to make it lower by 100 every 1. Use c_sanityauralower() after using command above to do it. ------------------------------------------------------------------------------------------------------- function c_sanityauraraise() c_select():AddComponent ("sanityaura") c_select().components.sanityaura.aura = TUNING.SANITYAURA_LARGE*2 end Opposite from the last one. ------------------------------------------------------------------------------------------------------- Why do I hear boss music? GetPlayer().carolsoundoverride = "dontstarve/music/music_epicfight_stalker" ------------------------------------------------------------------------------------------------------- function c_setdamage(damage,attack,hit,range,percent,period,value,amount) c_select().components.combat:SetDefaultDamage(damage) c_select().components.combat:SetRange(attack, hit) c_select().components.combat:SetAreaDamage(range, percent) c_select().components.combat:SetAttackPeriod(period) c_select().components.combat.damagemultiplier=(value) c_select().components.health:SetMaxHealth(amount) end Literally sets nearly all combat aspects. The first line sets fist damage, the 2nd sets overral range and 3rd sets hit range, 4th sets area attack range and 5th sets are attack damage, 6th sets attack speed (can't go faster then one I think), 7th sets overral damagemultiplier and 8th sets health. Use c_setdamage(damage,attack,hit,range,percent,period,value,amount) after the command above to do it. ------------------------------------------------------------------------------------------------------- function rainboweffect(inst) local r, g, b = math.random(), math.random(), math.random() inst.AnimState:SetAddColour(r, g, b, 0) end c_select():DoPeriodicTask(0.2, rainboweffect) selected changes color every 0.2 seconds -------------------------------------------------------------------------------------------------------
  3. So I'm quite new to coding, let alone using LUA. I can't figure out how to make my character not lose sanity from player ghosts. I also need help with making the ghost mobs neutral towards my character like spiders are to Webber. Thanks for reading!
  4. If anyone can help me out with this it'll help me so much! I tried hosting a dedicated server today, but a few animations seem to be broken. Mainly with the tree movements and the hungry animation on players. Normal servers work fine. I have not hosted a dedicated server for a while, so I am a bit rusty on the whole set up. The server does function. How can I fix this?? I tried verifying the files but other than that I'm not sure what I can do about it.
  5. Hello, I need some help Is there a way that every time you inspect other players, gain a point(custom variable)? I know there's a way to do it on items but don’t know how to do it on players any idea would be huge help Thanks in advance
  6. BROOOO IM SAVING EVERY SINGLE OF MY WORLDS IN STEAM CLOUD BUT WHEN I LOG INTO THE GAME ON OTHER COMPUTER THEY DONT LOAD<@KIQRUAFXUIVYBVU* HOW TO UPLOAD THEM I JUST WANT TO PLAY
  7. Hello everyone! Today I was playing in a public server and found someone who could ping mobs in global chat. So I asked them which mod was that and after he answered, I tried searching it and I didn't find it. Do anyone know if it is part of the Status Announcements mod or is it other mod? If it is, can someone tell me which? Nevermind guys, I found it! Since I don't know how to delete my post and someone could find it interesting, here's the link for it on steam: Announce Entities + Quick Stat Announce
  8. Long story short, I found an exploit for one of my character mods that I can’t get rid of. It happens when the character wears one of his custom hats and has a thermal stone in his inventory at the same time. I think it would be funny if the exploit was prevented by the character turning thermal stones he either picks up when wearing the hat – or is holding when he puts the hat on – into charcoal. I’ve never dealt with items turning into other items nor inventory slots before, so I wanted to ask here to see if anyone had a straightforward idea of how to do this, if it's possible! I’ve been looking at how the game turns spoiled food into rot in the meanwhile, but haven’t made much headway in applying it to the thermal stone. I'm also not sure if this would be easier done in the character file, the hat file, or the modmain via editing the thermal stone. (If it makes things easier, my character has a tag while he wears the hat for other reasons, so only the tag has to be looked for - not the item on his head.) Thanks for reading! Yes this is oddly specific and I'm sorry lol.
  9. I copied the code from Tutorial basic perks to make my character goes insane when they kill catcoons but got error: Variable 'inst' is not declared. Also is "player.components.talker:Say("...")" is a correct code for DST? Since it doesn't appear in game.
  10. I cant see my item i mean yes its in game but no images,no animation... its invisible and i cant craft it because its say: |Another survivor know how to craft this| what? why? how? is someone know how to fix this? notes: i have item.zip in anim foulder, i added my item name in prefabfiles = {...} here is code of recipe:
  11. Hello! I'm working on some ideas for a Character mod for a character from Outer Wilds - known as The Hatchling - my idea is that they have 6 special items, 2 items for each of the 3 main alien races in the game. However, I'm not entirely sure how to implement these, and some of them may not be possible. So I figured I could ask people here about it. THIS THREAD MAY CONTAIN MINOR SPOILERS FOR OUTER WILDS, DO NOT PROCEED IF YOU PLAN ON PLAYING THE GAME. Hearthians Probe Scout - Some kind of sentry, but rather than damaging foes, they either slow or stun them. This would require a lot of balancing, though. Signal Scout - My original idea was that you could place an item into it, and it'll point you toward others, like the Navigadget in Hamlet. (However, I don't have access to the code of Hamlet which might be problematic.) Strangers Artifact - Acts like a torch, but it damages any non-survivors caught in the radius Vision Torch - I have two ideas for this one. Either it would be a torch that reveals your position to the global map at all times, or it would exchange hunger and sanity for HP. Nomai Nomai Mask - Allows survivors to respawn without losing Max HP, (must use an item on it first, maybe a Telltale Heart?) and automatically respawns the Hatchling. Warp Core(s) - A Black and White Warp Core must be placed down, but it will then let you teleport between the two, with a high sanity cost. As for the character themselves, I was looking at a few specific abilities: - A 22-minute timer. when it expires, they are killed and respawn at their Nomai Mask. Upon respawning, it'll fully restore their HP, Sanity, and Hunger. - No sanity drain from ghosts so, are these possible? Is there anything in particular I could use to help me figure out the mod and how to make it?
  12. Checking if this command. function c_earthquake(inst) TheWorld:PushEvent("ms_miniquake", { rad = 20, num = 20, duration = 2.5, target = inst }) end (do c_earthquake(inst) after using this on remote to use it) works. I got most of it from cavein.lua and simply don't have the time to test it, if it doesn't work I'll try to fix it myself. Edit: I fixed it here is the command function c_earthquake() TheWorld:PushEvent("ms_miniquake", { rad = 20, num = 20, duration = 2.5, target = c_select() }) end (do c_earthquake() after using this on remote to use it)
  13. Hi! I am trying to port the hat-wearing spiders from DST to DS, but I can't seem to locate where the actual hat-wearing functionality is animated within the bank/build of spiders. This is the code that allows spiders to wear hats: -- I also wear hats elseif item.components.equippable ~= nil and item.components.equippable.equipslot == EQUIPSLOTS.HEAD then local current = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) if current ~= nil then inst.components.inventory:DropItem(current) end inst.components.inventory:Equip(item) inst.AnimState:Show("hat") end (from scripts/prefabs/spider.lua) These are the assets for the spiders: local assets = { Asset("ANIM", "anim/ds_spider_basic.zip"), Asset("ANIM", "anim/spider_build.zip"), Asset("ANIM", "anim/ds_spider_boat_jump.zip"), Asset("SOUND", "sound/spider.fsb"), } I used Krane to decompile ds_spider_basic.zip and spider_build.zip into a spriter project and opened it in Spriter, but I can't find anything regarding hats here. There are no placeholders included in any of the animations as far as I can see, and yet somehow hats work for spiders in the game. When I port the animations to DS, I can get the smiling faces to work - so it seems like the animations are ported correctly - but hats are invisible when I do AnimState:Show("hat"). I'll include a screenshot of how it looks when I've opened it in Spriter, as well as a zip of the decompiled Spriter project in case anyone wants to look for themselves without having to decompile first. (The reason I am decompiling and recompiling these in the first place is simply to rename the build and base to something other than the default to avoid conflict with DS's original spider anim files) I would be incredibly grateful if someone has any ideas on how this all works in DST. Honestly, I'm quite stumped and feel like I have been pretty thorough but I must be missing something. The only thing I can think of is that either something was not properly decompiled, or it's a bug with Spriter, or perhaps that there is something wrong with my game's files. TLDR: porting the anim files for spiders from DST -> DS doesn't work for me: the hats are invisible in DS. pls send help edit: SOLVED, see replies for more information! spriter_project_files.rar
  14. Hi everyone ! I have came across something really annoying and I don't know how to fix it. I think that I tried everything in this case, but if I am wrong and I just overlooked something...well...execute me at the dawn. So, in my mod I created item that is ingredient for other custom items. Generally it's fine, I can see this item (star) on the ground and in my inventory and containers, but one main issue is that I can't see it in crafting tab. All what I see is just name of it (when I move my mouse there) on a empty icon field. If someone here knows the solution or met something like this before let me know. Info: - modmain.lua --STAR Data GLOBAL.STRINGS.NAMES.STAR = "Star" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.STAR = "A reward for my patience!" GLOBAL.STRINGS.RECIPE_DESC.STAR = "A reward for my sacrifice!" local star = Ingredient( "star", 1 ) star.atlas = "images/inventoryimages/star.xml" local star = AddRecipe("star", { Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 200)}, namwar, TECH.NONE, nil, nil, nil, nil, "usmccaptain", "images/inventoryimages/star.xml") Assets Its prefab file is included in PrefabFiles section. Speak of the devil, so here it is. local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/star", fn, Assets) Thank you for your time and have a nice day/night !
  15. This is likely a rather simple question to ask: Is there a method that is called when a player picks up an item? I want to perform some logic on any items picked up by my character but I'm struggling to find such a method. I assumed there would be some OnPickup method in the inventory component but I've had no luck with finding anything.
  16. 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
  17. Do you know how to solve this problem? pls help :(( extra notes: my item is edible and i want to craft more things with it
  18. problem is when i start a server with my character game crashes here is client_log :
  19. Im making a character and he can craft bleach so if you drink bleach you die easy but... i made evrything true but why game crashes when start server i look clientlog and its say: failed to load the cookbook! failed to load the plantregistry! failed to load the crafting menu profile and loading tips! and also there is no bleach.zip in anim foulder so... please help me!
  20. I am trying to assign a tag to players only if they can eat a certain foodtype, as I want to use that tag later on. The problem is that the tag gets assigned to all players instead of the ones that can eat a certain foodtype in my AddPlayerPostInIt and I'm not sure why. if inst.components.eater ~= nil then for k, v in pairs(inst.components.eater.preferseating) do if inst.components.eater.preferseating[v] == GLOBAL.FOODTYPE.VEGGIE then inst:AddTag("vegetarianEater") end end end if inst:HasTag("vegetarianEater") then --my code end The reason I am not using foodgroups is because I want to check for specific foodtypes that is part of a foodgroup in the case of modded characters or for someone like Wigfrid. In the case above, I would do a c_announce to check if the character was getting the tag when they weren't supposed to (like Wigfrid in this case) and they were getting it.
  21. In warly.lua, he has this going for him that makes him eat foods with the tags "preparedfoods" and "pre-preparedfoods": if inst.components.eater ~= nil then inst.components.eater:SetPrefersEatingTag("preparedfood") inst.components.eater:SetPrefersEatingTag("pre-preparedfood") end I've setup my own tags for Warly to eat, but these two present tags are still included in foods he can eat, which I don't want him to. Any advice on how to make it so that these two tags get removed or are ignored? Edit: The only thing I can think of is making a table of all the items with at least the prepared food tag and removing the tag that way, but that will just break more things instead.
  22. first i use AddClassPostConstruct to work but i don't know which one func is i need it. i targeted the AllRecipes variable in script/recipe.lua AddComponentPostInit("recipe", function(self) if self.inst.IsPrimitiveFellow then local ass = self.AllRecipes for i, v in ipairs(GLOBAL.CRAFTING_FILTERS.ARMOUR.recipes) do ass[v].level = GLOBAL.TECH.NONE end return ass end end) and got err maybe i useing wrong way to use all time so how can i to fix it?
  23. So the other day i made a fig farm and it killed my FPS, my guess is the game can't handle that many animations at the same time. This doesn't happen with grass farms for example, because the fig vines are subdivided into tiny pieces which are all animated to swing from side to side. EDIT: Scratch that, I decompiled the grass animations and they are subdivided too, I don't know the reason why 80 fig vines lag my game but a giant grass farm doesn't. And tbh now I don't know if what i'm trying to do will fix it lol... but anyway you're welcome to answer my questions if you got the time First of all, is this possible? Would it need to be a server-sided mod? Here's what I did until I got stuck: -I decompiled the oceanvine anim file with ktools and got the scml project with all the fig vine parts divided into folders. - I opened it with spriter and erased most of the fig vine parts from two of the animations, so in theory all the animations are exactly the same, except for idle_fruit and idle_nofruit, which ended up looking like this. I think this way the growth, burn, harvest, and other animations will play exactly the same and most of the vine will just instantly vanish after they are done, in that case, i don't care, I just need it to work for now. But now i'm stuck after compiling the project (by putting it on a mods folder and opening the game). I got a zip file with the same content as the original prefab, but that's all I understood from following the hundreds of tutorials I found. I mostly followed this tutorial but it's not useful for animations, and I tried following the mod creation section but it wouldn't work. Paired with james bucket's video for extracting the animations. So now, how do I swap the fig vines animations for the "custom" ones I made? I'm not very good with lua, I made a couple of mods but none of them related to animations, and I couldn't find any mods that did that.
  24. I've been testing out my unfinished custom foods, and I've run into this issue that I do not know how to fix. Once I put all the ingredients in the cook pot and attempt to cook it, an error pops up. I do not have the screenshot, but I have the logs where it says this ":29: attempt to compare number with nil" Now, I've googled about this but I couldn't find one for food so the only thing I understood from it is that I put something in the wrong order, I don't know what exactly, but I can't find anything clearly problematic on that line so I'm confused. I've attached the file and logs, if someone needs more info, feel free to ask. Just a heads up, I'm still new to coding. Anyway, I'll be glad if anyone will be able to help! Thanks in advance. sweet_cooking.lua client_log.txt
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