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Showing results for tags 'crockpot'.
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Food Invisible in Crock Pots
ScrewdriverLad posted a topic in [Don't Starve Together] Mods and Tools
Hey there, I'm working on a mod right now that will add a custom food item, internally called curry. It's technically fully functional except for one problem: It doesn't appear in the crock pot. I've tried all sorts of fixes, but I'm not sure I understand things. I've also found forum posts on it, like this one, but I don't understand it well enough to really implement it. Could someone help me figure this out, or at least explain the fix to me? -
I am making a food, that when eaten, reduces fire damage taken. liquor = { test = function(cooker, names, tags) return tags.frozen and (names.pepper or names.pepper_cooked) == 2 and (names.tomato or names.tomato_cooked) end, priority = 30, foodtype = FOODTYPE.VEGGIE, health = -TUNING.HEALING_SMALL, hunger = TUNING.CALORIES_MED, sanity = TUNING.SANITY_SMALL, perishtime = TUNING.PERISH_SLOW, cooktime = 0.75, potlevel = "low", tags = { "masterfood" }, prefabs = { "buff_fireimmunity" }, oneatenfn = function(inst, eater) if eater.components.debuffable ~= nil and eater.components.debuffable:IsEnabled() and not (eater.components.health ~= nil and eater.components.health:IsDead()) and not eater:HasTag("playerghost") then eater.components.debuffable:AddDebuff("buff_fireimmunity", "buff_fireimmunity") end end, --floater = {nil, 0.1, 0.7}, }, This is my code for the crockpot recipe. In modmain: local function fire_attach(inst, target) if target.components.health ~= nil then target.components.health.fire_damage_scale = 0.1 end end local function fire_detach(inst, target) if target.components.health ~= nil then target.components.health.fire_damage_scale = 1 end end local function create_fire_buff(inst) MakeBuff("fireimmunity", fire_attach, nil, fire_detach, TUNING.BUFF_MOISTUREIMMUNITY_DURATION, 2) end AddPrefabPostInit("foodbuffs", create_fire_buff) When I cook the food, it has no texture, and when I harvest the crockpot, it disappears.
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I am making a mod that expands on crockpot recipes, and I was wondering if you could make certain dishes only available at certain times. For e.g. At full moon, you can make a "Moon Pie", and on a new moon, you can make a "Shadow Pie". How would I go about doing this. P.s. It would be cool to have a indication that you can make these recipes, like the Chester moon beam, but on a crockpot.
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I would like to make it Warly get a small amount of sanity, and maybe says some random quote every time he starts cooking in his portable crockpot. I have no idea how to do this, so I haven't tried anything. How would I go about doing this?
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What is the file path, or where can I find the source code for crockpot food. I have been searching but can not find it. Specifically, I want to find the code for jellybeans. But knowing the code for all the foods can also help with future mods.
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Hello there! I've been trying to make a custom crockpot burger food recipe for my character mod, by following this item sample: https://forums.kleientertainment.com/files/file/202-sample-mods/ Following this and even going to check out mods that succeeded the same doesn't quite work for me? The item DOES exist it the game, as I can spawn it in my inventory (using c_give, as c_spawn doesn't work for it), but it is impossible to put on the ground (it disappears instantly and doesn't exist at all anymore) And it also does not cook in the crockpot with the recipe I made. I assume it has to probably do with the way I get the anim.zip to work. I didn't really find a tutorial that shows how to proceed once the art is done to make the zips and all, so I made a spriter in the exported folder to get it to compile the anim automatically. I don't really know if I do it properly, so any help would be amazing! I have attached my whole mod folder as a zip to this topic, (below the gif) if anyone is willing to help me! Thanks for reading! Here's a gif of the issue in-game:
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So i recently made a mod that adds a crockpot recipe, now when i tested it, it worked, and I could make the crockpot recipe, so i added it to my server and there, when attempting to make a different crockpot recipe it crashed(attempt to compare nil value) basically the only recipe i can make is the recipe i added and all other recipes crash the game, it had no adverse effects post removal of mod but I would like to find out what part of the code I have wrong, as I have copied it from the apiexamples modmain.lua modmain.lua notably, when testing the item itself(it's a weapon) it works as planned and can be crafted as planned. also note, there's a large number of spaces that didn't paste from the modmain.lua, and I know I didn't define the foodtype etc as it is not a food. the weapon itself is not the same as from SW but uses the assets, and a fuel system and is created with half the fuel intact. speargun.lua speargun_projectile.lua spear, flint,inv_rocks, cutstone, all got this line[just under inst:AddComponent("inventoryitem")]:
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Hello. So I've managed to create a custom crockpot recipe for butter, and everything works great. The only issue is that when the butter is cooked and ready to be harvested from the crockpot, no image shows. It's just an open, empty crockpot standing there, but I can harvest it normally and get the butter. From my modmain: (cooktime is low so I can test it) local butter = { name = "butter", test = function(cooker, names, tags) return names.butterflywings and names.butterflywings > 3 end, priority = 1, weight = 1, cooktime = .1, } function recipepostinit() AddCookerRecipe("cookpot", butter) end AddGamePostInit(recipepostinit) Could anyone please let me know what should I do for the cooked butter to show up? Thank you for your time!
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I've made a new recipe for the game and it's almost done but I just can't seem to overcome this last problem. It displays fine in the inventory, I can give it using console commands, and the cookpot cooks it up just fine. The problem is if the item is dropped it is invisible, and doesn't appear in the crockpot wither. As far as I can tell I've done everything right, I just can't seem to resolve it though. My process for making the mod was to take an existing Don't Starve Together/anim .zip file, in this case "butter", and decompile it using ktools-4.4.4, specifically krane, to get a SCML file. I then altered the details in the SCML file to match my image's height and width, and change all name references to match my folders and images. Then I used the compiler provided in the Don't Stave mod tools, specifically scml.exe to output a zip file. I've extracted the zip file and examined it with HexEditor and it only mentions the correct files, and the tex file, viewed through TexTools seems fine too. I just can't understand it. I've included a link to a folder with all the files I've used in it. If you could take a look and maybe shed some light on it I would be grateful. Link to files here EDIT: After some testing it now appears in the crockpot, but it vanishes if put onto the ground. I don't understand why that would happen, I thought that the same files would be used in both cases. Has anyone encountered similar problems?
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In my mod, I recently added Poutine as a crockpot item that can be cooked with a custom crop that my friends and I also added. After like, a month of struggling and almost resorting to poutine being a drop from a mob (how silly would that've been?), we finally got it to work in the crockpot. Except... If the person cooking it isn't the server host, the poutine disappears in their inventory. In a sense. It's still there in their inventory! But they can't see it or interact with it. That's an issue, considering that we added a temperature increase to it. It's almost essential to the character we modded in, aside from its health decrease (because honestly, french fries drenched in gravy and cheese is not good for you. Sorry, Canadians.) Since finding this bug, I feel a bit bad. I wanted to get this update out asap so people knew that the mod was still being worked on, but we came across this major issue. The only thing we could think to do to fix the issue was move inst.entity:SetPristine() above the "if not/then" conditional branch for TheWorld.ismastersim Surely someone can help us?
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so i'm minding my own business when these two red bees comes out of nowhere and starts to chase me i'm unarmed and if i stop to build something i'll get stung so i leg it (they should change the name of the game to don't starve and run away like a little girl screaming) run passed a spider and for some reason the bees go after the spider instead night falls so i build a fire and spend the night watching a mass of spiders (they seem to have come from nowhere) fight a s#!t load of bees and by morning all thats left is a no. of stingers,monster meats and web and a bee that ignored me, all good next day i see a three pigs all by themselves in the forest so i give them one of the monster meat each and off we go we spend the day mining on the outskirts of a grassland forest. it gets to dusk and as the pigs are panicking i build them a fire, that done i see a lone bee fly by on its way home and as i now have a spear i introduce the bee to the pointy end bad idea, over come the swarm i quickly build a torch in case i need to leave the camp site and do the run circles around the fire in the hope of not being stung to death, i see a spider scuttle past and after yesterday i try to palm the bees on to the spider did not work. instead the spider comes after me and he has friends so i'm back to running around the fire and rocks to keep some distance, while running through the rocks i get the attention of a two tall birds but as they are lagging behind the bees and the spiders i'm not that bothered night falls and bugger, its a full moon so i'm doing the RALALGS manoeuvre being chased by bees, spiders, two tall birds and three werepigs thanking the gods that the torch got a buff in the last update when i make the mistake of thinking to myself at least it can't get worse when i hear them.. hounds now its only day nine and the first hound spawn but still. i'm yet to find a swamp or beefalow which is how i normally deal with hounds but this time i don't need them, this time a hound is mans best friend the hounds quickly get bored of chasing me and bite the nearest thing one bites a spider the other a tall bird. the dead spider drops a monster meat which draws in the werepigs who then when the meat is eaten go after the bees and spiders one moment i running for my life then the next i'm eating popcorn watching a massive bust up i take a moment to refine the rocks i mined that day to cut stone, build a wall around the fight(it was on one of those little bridges so its only two walls) due to their numbers the bees win which was a bonus as it meant i got all the drops but i gave me an idea THE THUNDER COLOSSEUM tina turrner optional fence off a area and place things like bee boxes, spider eggs and maybe a pig house or two if i can i'll place it near a corner of a coast so when hounds spawn they spawn inside the fenced off bit just wondering have i missed anything to put in, beefalow and treeguards are a bit to strong and if tentacles learn to respawn in a later patch i probably build in in a swam as this is the most i've written since i left school i'm of to kill things
- 3 replies
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- berries
- better food
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Thinking about the foods already available in the game I came across the idea of trail mix; Berries and seeds, nothing more, nothing less. It could be made in a crockpot as a slightly better alternative to carrots or berries.Any ideas?
- 5 replies
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- berries
- better food
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(and 2 more)
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So I've been trying to get the demo to run on Chrome to see if it'll work if I buy it. I finally got the program to install by doing what this guy did. Now, though, it's stuck on Loading Executable. I've restarted Chrome, even restarted the computer, with no luck. I know people have gotten it working in the past with Native Client, and am wondering if someone's encountered this issue and gotten past it.
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Currently the pathway to a farmer is way too easy with seeds practically thrown at your feet wherever you go. Why not have the plants grow in the wild and you have to search and collect the fruit to harvest the seeds or dig up the plant and plop it in your farm. The wild plants grow as if they were on turbo farms so you wouldn't want to always dig them up straight away. The wild plants will bear fruit everyday unless an animal has eaten it or it is winter. Dug up plants will only bear fruit as fast as the type of farm they are planted in and must be fertilized as normal while plants grown from seeds will need to be replanted after every harvest. Maybe have a farmer character where all seeds grown don't need to be replanted. With the crock pot it is tedious to always drag each individual item to the pot. Why not have a drop down menu like science machine of all the recipes you have discovered and with any possible combinations available depending on whats in your inventory.