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Found 19 results

  1. Hey everyone! I'm trying to create my own symbol so I'll be able to override it (e.g: owner.AnimState:OverrideSymbol("swap_object", "swap_axe", "swap_axe") I've searched for some information, but I failed :/ My spriter project here Let's say that I need to be able to override a "SWAP_ICON-0" image. Any help? Oh, and if someone'll help me, I'll give you Cool Shadow Clothes! Thanks everyone for trying to help !
  2. Hello everyone! I'm trying to make a mod, that'll use real time to change something. It should look like this: local RealTime = smthing inst:DoPeriodicTask(1,function(inst) if RealTime == 19:30 then DoSomeThing end end) So my question is how to find RealTime? I saw in logs that it usually writes time when the game started: [00:00:00]: Current time: Tue Aug 22 14:10:26 2017 So where can I find it? Thanks everyone for your replies! I can give yo some skins, if I'll got answered!
  3. Hello again! I'm trying to change function in screens/playerstatusscreen.lua . Is it possible to change functions that allready exsists in screens? If so, does anyone knows how to do it? I can give you reward, if you help me!
  4. Hey everyone! I'm trying to make a mod, that'll make an empty world 4x4 ith a portal. Is it even possiblel? If so, anyone knows how to make it? Thanks everyone for your replies! If you'll help me, I'll give you some cool skins!
  5. Hello again! I'm trying to make a mod, that'll disable player's status screen. So... I've tried replasing screen in my mod with some changes, but... Nothing happend :/ Is this even possible? Does anyone knows how to make it? If someone'll help me, I'll give you cool skin!
  6. Hey everyone! I'm trying to make a widget, that'll show up when some event in the world is pushed. I've made a widget using savindicator.lua, but I don't know how to add it to the player, and how should I open it on some event. Does anybody knows how to do it? Thanks for your replies! I can give you elegant skin, if someone'll help me! My mod is riiiight here: widget.rar
  7. Hello everyone! I've got my mod. If I'm starting server with not workshop version of it, it works just nicely! But if I start up my server with workshop one, noone able to eat any food. I've looked into my log, and found that: [00:00:48]: Error deserializing lua state for entity fireflies[100037] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity seeds[100057] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity seeds[100058] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity seeds[100059] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity cutgrass[100818] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity stinger[100824] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity flint[100826] - Failed to read net var data [00:00:48]: Error deserializing lua state for entity twigs[100830] - Failed to read net var data [00:00:48]: Deserializing tile data (450 x 450) [00:01:06]: Error deserializing lua state for entity seeds[101390] - Failed to read net var data I've never seen this problem before, and don't know what to do in this situation. I realy need help now. My mod is here: mod.rar Workshop one is here Full log is here: client_log.txt Thanks everyone for replyes. If someone'll help me, I can give you all my skins!
  8. Hello! I'm making mod with custom cook pot, and all works perfectly on non-dedicated server, but on dedicated servers it crashing with [string "scripts/widgets/containerwidget.lua"]:29: attempt to index local 'widget' (a nil value) My prefab is here: alchemypot.lua full log here: client_log.txt Thanks everyone for your replys! If someone'll help me, I can give you some skins!
  9. Hey! I'm trying to make widget that'll pop up when someone'll equip it. When equiped, player'll be able to write some text in it, and this text'll be given to some local. Is there any guide how to make widgets, or does anyone knows how to make it? I can give you Striking Tuxedo if you'll help me! Thanks for every reply!
  10. Hello! I'm trying to make a staff, that'll spoil food, when used on another player, but I've got some trouble: How to make it useable only on players It's not working Yeah, when it used, character says that he can't do it, and nothing happens :\ . My prefab is here: staffs.lua Thanks everyone for your replies! If you'll help me, I can give you Striking Tuxedo!
  11. Heya! I need somehow to make mod, that'll be able to read gow many days each player survived, and then give him some tag. It should be like that: if days_survived == 10 then inst.AddTag("SomeTag") end But I realy don't know how to do it. Any ideas? I can give you elegant skin, if you'll help me!
  12. Heya! I need some help. I've got item that, while eqquiped, must change player's voice. But I've got two problems for now: While my item is eqquiped, player's voice disappears. Game crasghes if I unequip item with 248: variable 'owner' is not declared If someone'll help me, I'll give en reward! myprefab.lua is here: http://pastebin.com/1NhRVUF1
  13. Hey everyone! I'm trying to make a custom tech tree. I thought it'll be realy easy, but it's not :/ . I've searhed all forum and found that: I've done everything like it was in custom_tech_tree.lua, but it crashes with [00:00:34]: [string "scripts/components/builder.lua"]:191: attempt to index field 'accessible_tech_trees' (a nil value) I realy don't know what to do now, and I need your help. I'll give you reward, if you'll help me! Thanks!
  14. Hey everyone! It's me again. Does anyone knows how to change name (I mean make mod) of player when some item i eqqiped? If someone'll help me? I'll give you some reward!
  15. Hey all! I'm trying to make a camouflage mod, but I have some trouble... I don't know how to set previous animation when camouflage is unequiped I can't set drop animation. It crashes with attempt to index field 'AnimState' (a nil value) Myitem.lua is here local assets = { Asset( "ANIM", "anim/waxwell.zip" ), Asset( "ANIM", "anim/skins_ground.zip" ), Asset("ATLAS", "images/inventoryimages/wilson_switch.xml"), Asset("IMAGE", "images/inventoryimages/wilson_switch.tex"), } local function OnEquip(inst, builder) SetSkinMode(builder.AnimState, "waxwell", "waxwell", builder.components.skinner:GetClothing(), nil, "waxwell") inst.soundsname = "waxwell" end local function OnUnequip(inst, builder) end local function ondropped(inst) inst.AnimState:SetBank("skins_ground") inst.AnimState:SetBuild("skins_ground") inst.AnimState:PlayAnimation("wilson") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst:AddTag("hat") if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wilson_switch" inst.components.inventoryitem.atlasname = "images/inventoryimages/wilson_switch.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) inst:ListenForEvent("ondropped", ondropped) return inst end return Prefab("wilson_switch", fn, assets) If some'll help, I'll give em some reward! Thanks to anyone who can help me out with this!
  16. Heya! Need some help with AddPrefabPostInit. My code is here: AddPrefabPostInit( "axe", function(inst) if GLOBAL.TheWorld.ismastersim then if inst:AddComponent("tool") then inst.components.tool:SetAction(ACTIONS.CHOP, 0.5) end end end ) The problem is that I now can't cut trees with axe :/ .What am I doing wrong?
  17. I'm trying to make prototyper, that will be able to change prototyper.trees, but if it's activeted, game crashes with [00:00:45]: [string "scripts/components/builder.lua"]:191: attempt to index field 'accessible_tech_trees' (a function value) LUA ERROR stack traceback: scripts/components/builder.lua:191 in (method) EvaluateTechTrees (Lua) <135-243> self = exclude_tags = table: 4F6DDBB0 buffered_builds = table: 4F6DDB88 recipes = table: 4F6DD7C8 station_recipes = table: 5503ED20 bonus_tech_level = 0 accessible_tech_trees = function - ../mods/Bo energy/scripts/prefabs/researchlab_1.lua:157 inst = 108359 - wilson (valid:true) _ = table: 4F6DD228 current_prototyper = 105105 - researchlab_1 (valid:true) pos = (-11.85, -0.00, -347.55) ents = table: 5503D998 old_accessible_tech_trees = table: 5503E190 old_station_recipes = table: 0E69F698 old_prototyper = nil prototyper_active = true scripts/components/builder.lua:108 in (method) OnUpdate (Lua) <107-109> self = exclude_tags = table: 4F6DDBB0 buffered_builds = table: 4F6DDB88 recipes = table: 4F6DD7C8 station_recipes = table: 5503ED20 bonus_tech_level = 0 accessible_tech_trees = function - ../mods/Bo energy/scripts/prefabs/researchlab_1.lua:157 inst = 108359 - wilson (valid:true) _ = table: 4F6DD228 current_prototyper = 105105 - researchlab_1 (valid:true) scripts/update.lua:187 in () ? (Lua) <150-223> dt = 0.033333335071802 tick = 229 k = 108359 v = 108359 - wilson (valid:true) cmp = table: 4F6DD0E8 [00:00:45]: [string "scripts/components/builder.lua"]:191: attempt to index field 'accessible_tech_trees' (a function value) LUA ERROR stack traceback: scripts/components/builder.lua:191 in (method) EvaluateTechTrees (Lua) <135-243> scripts/components/builder.lua:108 in (method) OnUpdate (Lua) <107-109> scripts/update.lua:187 in () ? (Lua) <150-223> I realy now don't know what to do... Need some help! myprefab.lua is here require "prefabutil" local function isgifting(inst) for k, v in pairs(inst.components.prototyper.doers) do if k.components.giftreceiver ~= nil and k.components.giftreceiver:HasGift() and k.components.giftreceiver.giftmachine == inst then return true end end end local function onhammered(inst, worker) if inst.components.burnable ~= nil and inst.components.burnable:IsBurning() then inst.components.burnable:Extinguish() end inst.components.lootdropper:DropLoot() local fx = SpawnPrefab("collapse_small") fx.Transform:SetPosition(inst.Transform:GetWorldPosition()) fx:SetMaterial("wood") inst:Remove() end local function onhit(inst) if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PlayAnimation("hit") if inst.components.prototyper.on then inst.AnimState:PushAnimation(isgifting(inst) and "proximity_gift_loop" or "proximity_loop", true) else inst.AnimState:PushAnimation("idle", false) end end end local function doonact(inst, soundprefix) if inst._activecount > 1 then inst._activecount = inst._activecount - 1 else inst._activecount = 0 inst.SoundEmitter:KillSound("sound") end inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_ding") end local function onturnoff(inst) if inst._activetask == nil and not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PushAnimation("idle", false) inst.SoundEmitter:KillSound("idlesound") inst.SoundEmitter:KillSound("loop") end end local function onsave(inst, data) if inst:HasTag("burnt") or (inst.components.burnable ~= nil and inst.components.burnable:IsBurning()) then data.burnt = true end end local function onload(inst, data) if data ~= nil and data.burnt then inst.components.burnable.onburnt(inst) end end local assets = { Asset("ANIM", "anim/researchlab.zip"), } local prefabs = { "collapse_small", } local function onturnon(inst) if inst._activetask == nil and not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then if isgifting(inst) then if inst.AnimState:IsCurrentAnimation("proximity_gift_loop") or inst.AnimState:IsCurrentAnimation("place") then --NOTE: push again even if already playing, in case an idle was also pushed inst.AnimState:PushAnimation("proximity_gift_loop", true) else inst.AnimState:PlayAnimation("proximity_gift_loop", true) end if not inst.SoundEmitter:PlayingSound("loop") then inst.SoundEmitter:KillSound("idlesound") inst.SoundEmitter:PlaySound("dontstarve/common/research_machine_gift_active_LP", "loop") end else if inst.AnimState:IsCurrentAnimation("proximity_loop") or inst.AnimState:IsCurrentAnimation("place") then --NOTE: push again even if already playing, in case an idle was also pushed inst.AnimState:PushAnimation("proximity_loop", true) else inst.AnimState:PlayAnimation("proximity_loop", true) end if not inst.SoundEmitter:PlayingSound("idlesound") then inst.SoundEmitter:KillSound("loop") inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_idle_LP", "idlesound") end end end end local function refreshonstate(inst) --V2C: if "burnt" tag, prototyper cmp should've been removed *see standardcomponents* if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() and inst.components.prototyper.on then onturnon(inst) end end local function doneact(inst) inst._activetask = nil if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then if inst.components.prototyper.on then onturnon(inst) else onturnoff(inst) end end end local function onactivate(inst) if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PlayAnimation("use") inst.AnimState:PushAnimation("idle", false) if not inst.SoundEmitter:PlayingSound("sound") then inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_run", "sound") end inst._activecount = inst._activecount + 1 inst:DoTaskInTime(1.5, doonact, "lvl1") if inst._activetask ~= nil then inst._activetask:Cancel() end inst._activetask = inst:DoTaskInTime(inst.AnimState:GetCurrentAnimationLength() + 2 * FRAMES, doneact) end end local function ongiftopened(inst) if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PlayAnimation("gift") inst.AnimState:PushAnimation("idle", false) inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_science_gift_recieve") if inst._activetask ~= nil then inst._activetask:Cancel() end inst._activetask = inst:DoTaskInTime(inst.AnimState:GetCurrentAnimationLength() + 2 * FRAMES, doneact) end end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("idle", false) inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_place") end local function changingtrees(inst) if inst.components.bo_powered and inst.components.bo_powered:IsEmpty() then changingtrees = TUNING.PROTOTYPER_TREES.CRITTERLAB else changingtrees = TUNING.PROTOTYPER_TREES.SCIENCEMACHINE end return changingtrees end local function fn() local inst = CreateEntity() local lvl = 1 inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddMiniMapEntity() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeObstaclePhysics(inst, .4) inst.MiniMapEntity:SetPriority(5) inst.MiniMapEntity:SetIcon("researchlab.png") inst.AnimState:SetBank("researchlab") inst.AnimState:SetBuild("researchlab") inst.AnimState:PlayAnimation("idle") -- if inst.components.bo_powered and inst.components.bo_powered:IsEmpty() then -- inst:RemoveTag("prototyper") -- else inst:AddTag("prototyper") --end inst:AddTag("structure") MakeSnowCoveredPristine(inst) inst.entity:SetPristine() inst:AddTag("prototyper") inst:AddTag("giftmachine") inst:AddTag("structure") inst:AddTag("level"..lvl) MakeSnowCoveredPristine(inst) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst._activecount = 0 inst._activetask = nil ---------------------------------------------- inst:AddComponent("bo_powered") inst.components.bo_powered.type = "output" inst.components.bo_powered.period = 1 inst.components.bo_powered.maxpower = (60) inst.components.bo_powered:InitializeFuelLevel(TUNING.PIGTORCH_FUEL_MAX) inst.components.bo_powered:StartConsuming() -------------------------------------------- inst:AddComponent("talker") inst.components.talker.fontsize = 21 inst.components.talker.font = TALKINGFONT inst.components.talker.colour = Vector3(0.7, 0.85, 1, 1) inst.components.talker.offset = Vector3(0,-550,0) inst.components.talker.symbol = "swap_object" inst.components.bo_powered:StartTalking() inst:AddComponent("inspectable") inst:AddComponent("prototyper") inst.components.prototyper.onturnon = onturnon inst.components.prototyper.onturnoff = onturnoff inst.components.prototyper.trees = changingtrees inst.components.prototyper.onactivate = onactivate inst:ListenForEvent("onbuilt", onbuilt) inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(4) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) MakeSnowCovered(inst) inst:AddComponent("wardrobe") inst.components.wardrobe:SetCanUseAction(false) --also means NO wardrobe tag! inst.components.wardrobe:SetCanBeShared(true) inst.components.wardrobe:SetRange(TUNING.RESEARCH_MACHINE_DIST + .1) MakeLargeBurnable(inst, nil, nil, true) MakeLargePropagator(inst) inst.OnSave = onsave inst.OnLoad = onload inst:AddComponent("hauntable") inst.components.hauntable:SetHauntValue(TUNING.HAUNT_TINY) inst:ListenForEvent("ms_addgiftreceiver", refreshonstate) inst:ListenForEvent("ms_removegiftreceiver", refreshonstate) inst:ListenForEvent("ms_giftopened", ongiftopened) return inst end return Prefab("researchlab_1", fn, assets, prefabs), MakePlacer("common/researchlab_1placer", "researchlab_1", "researchlab_1", "idle") Oh, and if someone'll help me, I'll give em some reward Tuxedo Gloves Green Sweater Vest Knee Pants Blue Sneakers
  18. Hey all! I'm trying to edit prefab so it will work with my mod. Is it posible to somehow eddit some functions and add some components to prefab without re-adding it? If someoe'll help me, I'll give him some skins such as: Tuxedo Gloves Green Sweater Vest Knee Pants Blue Sneakers
  19. I need to make mod, that will add tag like ("StillAlive") when player spawns, and when player dies, remove it, and add tag ("dead"). If someone'll help, I'll give him skin
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