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Found 8 results

  1. We all know how time consuming, broke mouses and tedious is to refine material when you have entire chest fill with them so what if klei adds new structures (maybe the recipe/materials can be optain via exploring certain area, killing a boss, whatever) that can be load with raw materials and after an amount of time when you come back to base you find converted into boards all the wood you have give to the machine something like this for ropes and something based on this for the wood
  2. I just need clarification if this is supposed to happen, if its fixable, or its just a side-effect of changing them
  3. Hello World. I know that it's possible to Unlock recipies for your modded characters. inst.components.builder:UnlockRecipe("amulet") inst.components.builder:UnlockRecipe("amulet") But is there a way to do the opposite? I wish for my character to not be able to craft a science machine (researchlab) or an alchemy engine (researchlab2)?
  4. I am looking for a line of code that will effect my custom character whenever he crafts something. I know the way this works right now in the game is that each separate item has a line of code that will effect your character depending on what he or she is crafting, but I wanted to know if there was a code to add this effect on everything. For an example, whenever my character crafts an item I want them to lose a bit of sanity.
  5. I need help making a spells mod (like wickerbottom)
  6. I tried RemoveRecipe, since AddRecipe is used for adding a certain recipe, however this does not work. Anyone has any idea as to how to do this with existing crafting items/structures?
  7. ...Hello, I have a problem... So, you see... my character's supposed to lose the ability to craft certain items (or all items) when it goes insane and I put code like this before. -- Character can craft all items inst.components.builder.science_bonus = 666 inst.components.builder.magic_bonus = 666 inst.components.builder.ancient_bonus = 666 inst.components.builder.shadow_bonus = 666 -- You've become Insane, you lost all crafting recipes. inst:ListenForEvent("goinsane", function(inst, data) inst.components.talker:Say(GetString(inst, "ANNOUNCE_INSANE")) inst.components.builder.science_bonus = -666 inst.components.builder.magic_bonus = -666 inst.components.builder.ancient_bonus = -666 inst.components.builder.shadow_bonus = -666 end) -- You've become sane again, you regain all crafting recipes. inst:ListenForEvent("gosane", function(inst, data) inst.components.talker:Say(GetString(inst, "ANNOUNCE_SANE")) inst.components.builder.science_bonus = 666 inst.components.builder.magic_bonus = 666 inst.components.builder.ancient_bonus = 666 inst.components.builder.shadow_bonus = 666 end) This code worked before but not anymore (it's incompatible with caves). So I was wondering is there something I can do like "Inst:RemoveRecipe"axe"" or remove the crafting tab? Help would be appreciated very, very much !!!
  8. How would I make it so that my character has access to the magic tab by default?