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Found 21 results

  1. Does anyone know how I can block my character from equipping a specific item? It has the ability to build with half resources, but when it is equipped with the construction amulet and taken out, this ability disappears and the crafts become full resources. If there is any way to ban the use of the construction amulet only for my character or that using it does not affect him at all when unequipping. the code i am using is this in master_postinit() inst.components.builder.ingredientmod = TUNING.GREENAMULET_INGREDIENTMOD
  2. I am trying to make a prefab do something only when its first crafted, something like `OnNewSpawn` but I can only get that to work for players. Does anyone happen to know a workaround by chance? If not i'll attempt messing with onload and onsave again.
  3. Hello everybody. I am attempting to make a character of my own that can make potions to help other players and potentially an equippable item. I have attempted to look at other mods to see in their prefabs or scripts to figure out this but I have no clue what Im looking at. Can somebody tell me the basics on how to make a crafting tab only my character can use, and how to set potions that will separately heal up hunger, health, sanity, remove sanity, and give the effect that chili flakes and garlic powder would give, as well as spicy chili and ice cream would, as well as an equippable that will be used for crafting and gives minor sanity? Do note that none of the potions will have multiple effects.
  4. Hello everyone, lately I've been fiddling around with secondary recipes and stuff (a second recipe to an existing item and recipe while keeping the original recipe intact) according to the thread here: After some messing around and a few frustrating hours I figured out why it wasn't working for me whatsoever: This only works for skinless/unskinned items. To be more precise: This works for: 1. Items that don't support skins. 2. Items that support skins, but are crafted with the default skin. This doesn't work for: 1. Items that are crafted with a skin. (Official skin that you own on the official item.) In my case I'm trying to add a second recipe to the football helmet like this: local AllRecipes = GLOBAL.AllRecipes local RECIPETABS = GLOBAL.RECIPETABS local STRINGS = GLOBAL.STRINGS local TECH = GLOBAL.TECH -----BOOSTER SHOT----- local footballhat_sortkey = AllRecipes["footballhat"]["sortkey"] local footballhatr = AddRecipe("footballhatr", {Ingredient("rope", 1), Ingredient("footballhat", 1)}, RECIPETABS.WAR, TECH.SCIENCE_ONE) footballhatr.product = "footballhat" footballhatr.image = "footballhat.tex" footballhatr.sortkey = footballhat_sortkey + 0.1 footballhatr.numtogive = 1 STRINGS.NAMES.FOOTBALLHATR = "Protects your Braincase" STRINGS.RECIPE_DESC.FOOTBALLHATR = "Protects your Braincase." (Kinda a repair recipe for now, but is pretty much just a proof of concept.) Client crashes, dedicated server keeps running perfectly fine. (I'm always testing on a dedicated server, cause that's usually what I'm running, and where usually the most issues arise if any.) I assume it's crashing due to having a second dummy item used in the recipe itself, which isn't configured to have a skin, and therefore fails. Does anyone have any ideas how I can fix this. (Or tell me what's wrong ofc., if I'm totally mistaken on what happened.) Thanks for reading, and thanks for any help in advance!
  5. I just need clarification if this is supposed to happen, if its fixable, or its just a side-effect of changing them
  6. 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)?
  7. Hello. Today I have added custom crafting tab to my mod and in general it works pretty good but there is just one error. So in game I can't see custom crafting tab icon. I tried different formats: 64x64 and 128x128. None of them worked so I am here now asking for help. I will be grateful for any kind of clue.
  8. I have two similar problems. Tagging cooked items: I'd like to tag all foodstuffs prepared by a specific character I'm making, to mark that it was prepared by her for later use. I thought to wrap the existing ACTIONS.COOK.fn function, but it doesn't return the prepared item. I'd rather not replace it altogether since that is more likely to clash with other mods. I'd also rather not modify each of the components capable of cooking, also to allow support with other mods that may add more cooking options. It seems like the most sensible place to make the change would be with the COOK action somehow, but like I said, I don't know how to do that in a non-invasive manner. Is there some OnFinishedCooking function or something of the sort somewhere that gives the created product and the chef who made it? I think the lesser evil here would be to modify the cooker and stewer components (how do I do that, by the way?), but I'd appreciate some experienced input here. Tagging built items: The same thing, really, just for items being built (crafted). I'd also like to add a tag saying they were crafted by a specific (different) character. There's a BUILD action, but it doesn't return the created product either, same as with the COOK action. Even more problematic is that here I think I have to change Builder:DoBuild (i.e. overwrite it completely to make the modifications to it), which once again, is not as compatible with other mods as wrapping. Actually, it's also more likely to require changing when the game is updated, since any change to the overridden function would require changing the overriding function as well. So how do you think I should go about doing these two things? Thanks in advance.
  9. I've added changes to almost all existing craftables in the game via AddRecipe. I just copied the stuff from the crafting recipe file and that's it, then changed parameters and moved some of the ordering around. For some reason, when there's a few crafting recipes changed, like 1 - 10, it's fine, but then the moment I change even the slightest thing in terms of recipes and launch the server again, it makes snow appear in Autumn, messes with the day segments and then crashes, saying that there's "incorrect number of day segments" in a certain file. But how can that be if I've never even touched day segments in my mod?! And if I enable ALL of my changes at the beginning of launching a server it will NEVER load at all. And I checked; nothing is written incorrectly for any of the recipes. Some of the stuff have enables the Ancient stuff mechanic where you can't craft something unless you're near the machine but that shouldn't break it, considering I haven't enabled this for any of the structures that require a placer. And then I removed this mechanic for anything that wasn't ancient craftables, and it STILL showed this issue. The only client mod I have enabled is the 50 save slot one. I just have modmain.lua and modinfo.lua files. For modmain.lua I just have the recipes, and above them this section of the code: local STRINGS = GLOBAL.STRINGS local RECIPETABS = GLOBAL.RECIPETABS local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH local CHARACTER_INGREDIENT = GLOBAL.CHARACTER_INGREDIENT Am I doing something wrong? Or is the game just giving me a big "**** you" because of some issue in the game's code itself possibly?
  10. When you create a new item/structure or change the crafting properties of an existing item/structure, it pops up at the bottom of the crafting tab that you set it in. I know there is a way to move the item/structure upwards/downwards if you wanted, but how would I go about that? Say I'm changing the crafting recipe of the shovel: AddRecipe("shovel", {Ingredient("twigs", 2),Ingredient("flint", 2)}, RECIPETABS.TOOLS, TECH.NONE) How would I go about putting it back in place it was in the tools tab, instead of the shovel being the last item without having to AddRecipe for all the items that go after it by default?
  11. Hi guys, sorry if this isn't modding related... but does anyone have any ideas on how to disable crafting recipes? I mostly want to disable the science machine as I want to create an adventure map but I don't want people to build things unless I reward them with blue prints. I've searched everywhere and it seems odd that I'm the only one who would want something like this... Anyone have any success so far?
  12. Hello! I'm pretty new to modding, and was wondering if it's possible to make items uncraftable when sanity is below a certain threshold? Later I would like to translate that to "dark energy" which is a custom meter that I made for my character. The code I've been fiddling around with: inst:DoPeriodicTask(5, function() local old = inst.replica.builder.CanLearn local de = inst.components.darkenergy:GetPercent() function inst.replica.builder:CanLearn(recname) if forbidden1 [recname] and de < .40 then return false elseif forbidden2 [recname] and de < .30 then return false elseif forbidden3 [recname] and de >=.40 then return old(self,recname) else return old(self,recname) end end end) I've gotten it to work where once de (dark energy) gets below 30, the recipes disappear, but I have issues with the recipes reappearing once de increases above 40. Any help/tips would be greatly appreciated!! Edit: I think I realized why the recipe won't reappear: they are taken out of the game until restart. Is there a way to lock recipes instead of taking them out completely?
  13. After almost a dozen days, I finished a character to near completion (with the exception of the speaking script) I added inst:RemoveTag("scarytoprey") + sanity and damage taken for killing rabbits and various other prey Now I've realized that I can drop a trap ontop of a rabbit, take him out, and murder him, with no penalty. (the eating part is penalized though) I've searched around to find a post made by @IronHunter which involved a sanity penalty for crafting anything in general. I'd rather specify which items crafted penalize this character. Specifically traps, but other things later down the line. If reasonable, penalties for placing a trap would be swell! Current code is
  14. 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.
  15. I need help making a spells mod (like wickerbottom)
  16. 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?
  17. EDIT: All problems solved! Now on to balancing. :D Hey all. I started making a character mod some months ago and had to put the breaks on it just as I was getting close to completing things. I've forgotten a lot of what I learned while making it and I'm going to need some serous help to hammer out the last few things I want to complete. I'm good on the art side of these tasks but I need some clever coders to save me from myself. Task list One of the updates that dropped while I was away seems to have broken crafting for my character using their custom "Dream" ingredient. Not sure what is broken. I want to make a new tab on the crafting bar to put my characters item recipes under. Like WickerBottoms book crafting tab. Not sure if It is possible but I want to make a bag that has two different sections. One that can act like a cooler to keep food fresh and another that is normal storage. I already made an item and UI asset for this but have no idea how to make it a reality script wise. Lastly I want to see if I can rework the way my characters items use Dream power. Currently his custom items have durability and wear down as normal, with the ability to consume dream power to repair them. However what I originally envisioned is that weapons and tools would directly siphon energy from the Dream Power meter instead of having durability. For example, say his axe costs 5 Dream to swing/chop/mine. Each time he preforms one of those actions the 5 dream would be depleted from the Dream meter. If the item is used with less than 5 Dream available it will break. The amount of Dream would be different for each item for balance reasons. Any help would be very much appreciated. I can provide script files as needed
  18. ...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 !!!
  19. Lets you set the severity of penalties pertaining to revival, and the crafting of revival-items. Link to Steam DS/RoG/SW version Link to Steam DST version Settings Information - Maximum max-health loss from resurrecting (%) - Jury-rigged Portal max-health penalty (%) - Tell-tale Heart max-health penalty (%) - Starting health, hunger and sanity (%) after resurrection, AND min/max values for each. - Meat Effigy Crafting Health Cost (-300-300) - Sanity bonus for using a Tell-tale Heart on a player (-300-300; negative values will make you lose sanity from reviving others) BONUS: You can choose whether max-health and max-sanity penalties are factored in, when calculating starting health and sanity. If you e.g. enable it for starting health, then starting health will be a percentage of (max-health minus current penalty) instead of a percentage of your full max-health. I.e. the more max-health penalty you have, the less starting health you get. Usage notes a. Crafting something that costs max-health, can still get you down to 25% (game default). b. Does NOT require you to make a new world before taking effect. c. This mod only works if the host of the server has enabled it. d. When using this mod as a host, this will apply to all the players on the server.
  20. My idea was an anvil that could create my weapons. Where should i start to making new crafting table? Thank you.
  21. How would I make it so that my character has access to the magic tab by default?
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