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Found 6 results

  1. Ok. I have finally got my stuff to work after a several month long hiatus. On to what I need to know and where to possibly find it if you are willing to help. I am making a wilson bot that will eventually become an interact-able npc. One that will act and work with you. It's like having actual friends but not really. The actual ai I have planned is a bit far in the future for how complicated I want to make it. What I have so far: I have a wilson that stands around doing nothing and has a third arm holding an invisible tool. What I plan on: An AI that will walk around randomly and do tasks based off what he sees. What I need help with: First is sight range. I have no way of measuring units on the screen and I don't know how much "sight" to give wilson so it seems realistic. What is the range of sight that is given to a player? High hopes for my first don't starve mod yes but taking it a step at a time will eventually get me to my goal. BTW sorry if this is confusing but I am still at the beginning and there's not much to ask for but I still need help for each step along the way. I made this a general ask because, I will be coming back here to ask more questions about this topic. I did a previous ask article but it was archived due to my long hiatus. I fixed my previous problem of stategraph basics now I am here. Join me along the ride as I make a mod that somehow has over 300 steam subscribers despite me blatantly saying it doesn't work. Also if you haven't already noticed I am a noob coder. Gotta start somewhere right?
  2. I've added a Wander behavior to my creature, and it uses it, but instead of wandering around the given home position it keeps returning exactly to it every time. I.e. it's on a loop of "go to a random point at wander distance" --> "go back to home point". It would make a kind of star or asterisk shape if you drew the lines it traverses, where I'd expect something more like random lines between points on a circle whose center is the home location. I don't recall seeing creatures in the game doing this, so I'm guessing there's something wrong with what I'm doing, which is this: Wander(self.inst, function() return self.inst.components.knownlocations:GetLocation("anchor") end, MAX_WANDER_DIST) The "anchor" position is fixed while this behavior is active, and at the moment MAX_WANDER_DIST = 5, but I've tried adjusting it and no matter what value I chose, it would always move like that, just up to a different distance from the center. I saw the same kind of behavior when I used Leash instead - which, by the way, is different from Wander how, exactly? I'm not sure I get the difference. Any help would be appreciated. Thanks in advance.
  3. Hello! I need some help with manipulating creatures that already exist in-game. For a character that I am creating, I need to add a tag to the birds' prefab and change the birdbrain file as well. I've seen some mods that change those things directly on modmain and I believe that's so it is easier to be compatible with other mods that change existing prefabs and brains. I know how to change those things by recreating the prefab/brain file on my mod's scripts folder, but is there a way of doing it with "AddPrefabPostInit" and that kind of thing? I still don't know how those functions work. I don't know how to add a tag, to add a function to a creature or to actually replace part of the code. For example. The birdbrain file contains this: And I would like to add a tag to the birds' prefab -> "birdfriendly" And so replace the ShouldFlyAway(inst) function from that to: Is there a way of doing all of that on modmain or do I need to recreate the prefab+brain in my scripts folder? Thanks in advance!
  4. EDIT2: You need to use TheWorld.ismastersim to check whether serverside in those functions or it will crash when on a server. Didn't figure that out till after I made this post, but it's not really a hard fix. EDIT: Nevermind, I went back after a while of solving other problems and finally figured it out. It turns out that the ghost doesn't "attack", it just has an aura component that damages everything around it (I didn't know what this was at the time). Overriding the follow behavior was a bit harder because the follow function in the brain was a local one which i could not directly override. For the curious, this is what I did: -Don't aggro local function IgnoreYuyu(inst) local follow_node = nil for i,v in ipairs(inst.bt.root.children) do --print(v.name) if v.name == "Follow" then --print("Node found:", v.name) follow_node = v break end end if follow_node then old_target = follow_node.target follow_node.target = function() ent = old_target() if ent and ent:HasTag("yuyuko") then return nil end return ent end end end AddBrainPostInit("ghostbrain", IgnoreYuyu) -Don't harm local function NonSaneGhost(inst) -- Exclude yuyuko (the character) from things that are damaged by the aura table.insert(inst.components.aura.auraexcludetags, "yuyuko") -- Make sanity drain calc return 0 if observer is yuyuko inst.components.sanityaura.aurafn = function(instance, observer) return observer:HasTag("yuyuko") and 0 or inst.components.sanityaura.aura end end AddPrefabPostInit("ghost", NonSaneGhost) ORIGINAL TEXT
  5. Hello, I need the help of the coding masters here on Klei Forums!!! So you see, I have made a Mossling follower and want to make it swap it's brain when a certain event happens, I tried putting this in the mossling prefab file but it didn't work ... inst:ListenForEvent("wonteatfood", function(inst, data) local brain = require "brains/mosslingbrainAdamTamedIdiot" end) inst:ListenForEvent("makefriend", function(inst, data) local brain = require "brains/mosslingbrainAdamTamed" end) My goal was to make a sort of waiting system for my AI followers where in their Idiot brains there's nothing but a Stand Still Behavior which would activate upon the event "wonteatfood" <-- I'm assuming that means they reject a food they can't eat? And if you give them a correct food to eat they revert back to the follower brain, now the idea seemed like it would work 100% to me but it didn't work not even a crash... So I had no other choice but to ask for help on the Klei Forums again , I hope somebody can help me figure this out & thanks for taking the time to read this !
  6. I made a mod that involves a pengull variant, but I had to create a new code for the brain since part of the code related to the rookery was telling them to go northwest forever. The mod was working fine earlier, but now if I attack them I get this error: I'm very certain this has something to do with part of the code I disabled, but I have no idea where the part of broken code is since the file with the issue isn't mentioned in the error log. flameguinbrain.lua <== pretty sure this is the file with the issue since it's the only part that's been changed recently.
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