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Found 12 results

  1. Alright, I'm trying to get my Custom follower to Do certain actions when The player does the same Action, an Example of what I want is when You Chop a tree, the Follower begins either chopping the same tree or one nearby, Like Pigmen followers. So... I borrowed the code from the pigman and after a swarm of Syntax errors, Yes I managed to fix those, The code just... Doesn't work, I have the same code from the pig brain and the prefab in my Follower but they don't do anything and when debugging, Which Idk if I had done correctly, it doesn't print the functions so I KNOW I'm missing something... But I cannot find it! I'm blind as a bat and Dumb as hell so it could be right in front of me and I'm not seeing it. I also want the follower to pick up the items and put them in their inventory, borrowing Wobby's assets for now, But I will be drawing my own in the future. ryn.zip
  2. I decided to jump back into Don't starve and decided I want to have my own custom follower, But I cant seem to get them to despawn after disconnecting. I also have two spawning in at once but I may have accidentally doubled the code to call for the spawn. The code is based off both Maxwells Shadow minions and Woby. I do want two spawning due to the nature of my character so the double critters is fine, I just dont want to add two more everytime I join back into my world. I would also like them to talk but I can dive into the pigmen or lucy for that. I included the mod, and if anyone has the link I'd like to check on the modding discord if I cant get help here. Please note My knowledge on coding is... limited I took a khan academy class on Java script. Ryn.zip
  3. I have a mod character that can bring specific creatures to his side and make them his followers, though I've discovered that they stop being your followers when reloading the game. I was wondering if there is a simple way to fix this or not? Or if anyone has a good idea of how I could resolve this issue?
  4. Introduction Hello everyone. I hadn't seen any tutorial dedicated to this topic. At the start I need to state that I am pretty lame in everything associated with modding, so don't expect sophisticated solutions. This tutorial is simple yet effective, I have to agree that it could be better but as I have said, I am just simple man. I have used my old projects to explain you the scheme of your custom follower. Template is based on this: Main Part To make functional follower you need to introduce the follower's: - main script [creature.lua], the corpus of you follower - anchor [anchor.lua], I have called it this way, because it attaches and provides easy summoning of the creature to your DST world - brain [creaturebrain.lua], yep, that's the brain, every action you require from your creature belongs to it - stategraph [SGcreature.lua], this file gives your creature ability to perform any visible action, because it's connected with animations and their realizations Locations Main Folder -> scripts -> prefabs -> [creature.lua] Main Folder -> scripts -> prefabs -> [anchor.lua] Main Folder -> scripts -> brains -> [creaturebrain.lua] Main Folder -> scripts -> stategraphs -> [SGcreature.lua] How to make mine template yours ? That's simple! Follow me this way! At the start, change my names [name.lua] into yours. [taern.lua] That should be your character's name. into local common_postinit = function(inst) goes inst:AddTag("summonerally") Add this tag to prevent summoned creature from attacking your character and vice versa. and local master_postinit = function(inst) goes inst:AddComponent("reader") It will let you read books, which is crucial for this method of summoning follower. [creature.lua] Change name 'creature' into yours follower's name. Using Ctrl+F in Notepad++ as shown in ESCT tutorial by Dragon Wolf Leo. That's your follower's appearance [Main Folder -> exported -> creature] You can call it what you want to, but it must match [name in exported] and all other references in whole mod to work properly. [anchor.lua] Change name 'anchor' into your summoning item. [creaturebrain.lua] I am not sure if changing CreatureBrain name will affect anything but just to be sure you can try. function CreatureBrain:OnStart() local root = PriorityNode( { WhileNode(function() return IsNearLeader(self.inst, KEEP_WORKING_DIST) end, "Leader In Range", PriorityNode({ IfNode(function() return self.inst.prefab == "creature" end, "Is Duelist", PriorityNode({ WhileNode(function() return self.inst.components.combat:GetCooldown() > .5 and ShouldKite(self.inst.components.combat.target, self.inst) end, "Dodge", RunAway(self.inst, { fn = ShouldKite, tags = { "_combat", "_health" }, notags = { "INLIMBO" } }, KITING_DIST, STOP_KITING_DIST)), ChaseAndAttack(self.inst), }, .25)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Chopping", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.CHOP) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Mining", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.MINE) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Digging", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.DIG, DIG_TAGS) end)), }, .25)), Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), WhileNode(function() return GetLeader(self.inst) ~= nil end, "Has Leader", FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn)), }, .25) self.bt = BT(self.inst, root) end Those lines inside of this chunk must match your prefab's name. If it won't match your follower is not going to perform those actions (fighting,mining,chopping,digging) ex. 'Creature' =/= 'creature' and your follower will not dig out objects in this case. [SGcreature.lua] Change name 'creature' into yours follower's name. If you want your creature to be non-humanoid you can play with stategraph to match your animation's frames, but I don't know how to achieve rewarding results. [modmain.lua] PrefabFiles = { "taern", "taern_none", ------------ "creature", } Change name 'creature' into yours follower's name one more. Add this: Assets = { Asset("ATLAS", "images/inventoryimages/anchor.xml"), Asset("IMAGE", "images/inventoryimages/anchor.tex"), Asset("ANIM", "anim/creature.zip"), } This will make your item [anchor] avaible to craft and use. Just remember about CAPITALS. GLOBAL.STRINGS.NAMES.ANCHOR = "Anchor" GLOBAL.STRINGS.RECIPE_DESC.ANCHOR = "Allows you to summon your custom creature into this world." GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.ANCHOR = "Is this a Ouija board ?" local anchor = Ingredient( "anchor", 1 ) anchor.atlas = "images/inventoryimages/anchor.xml" local anchor = AddRecipe("anchor", { Ingredient("feather_crow", 2), Ingredient(GLOBAL.CHARACTER_INGREDIENT.SANITY, 20), Ingredient("goldnugget", 4)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, nil, "images/inventoryimages/anchor.xml") You will need to create additional: - [Main Folder -> exported -> anchor] for your item if you want to see it in game. - [Main Folder -> images -> inventoryimages] and place your 64x64 icon of item TEX and XML. Change names in XML too. Appendix So everything beyond 'vanilla' tutorial is added by me to make your life easier. If you have created your first custom character you won't have problems with distinguishing extraordinary files connected with custom follower. I have attached my template just few lines under this block of text. Have fun with your digital friend P.S. I know my english is not perfect, but I think it's pretty understandable. Well if not just write a comment below and I will try to help you the best I can Download the template here -----> Taern - Follower Tutorial.zip
  5. Hello. I have tried to make followers based on Maxwell's copies. Game doesn't crash. My followers after spawn are just idle. They can die but won't move or act in any way. I coppied maxwell's copies SG and brain so it is not problem. I also modified character and creature prefab files, so they could be troublemakers. I will appreciate every help. Character local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = { "shadow_despawn", "statue_transition_2", } -- Custom starting items local start_inv = { } -------------GRUNTS local function squadleader(inst) if inst.components.leader then for k,v in pairs(inst.grunts) do if v:IsValid() then if v.components.follower then inst.components.leader:AddFollower(v, true) end else inst.grunts[k] = nil end end end end local function DoEffects(pet) local x, y, z = pet.Transform:GetWorldPosition() SpawnPrefab("shadow_despawn").Transform:SetPosition(x, y, z) SpawnPrefab("statue_transition_2").Transform:SetPosition(x, y, z) end local function KillPet(pet) pet.components.health:Kill() end local function OnSpawnPet(inst, pet) if pet:HasTag("grunt") then pet:DoTaskInTime(0, DoEffects) if not (inst.components.health:IsDead() or inst:HasTag("playerghost")) then inst.components.sanity:AddSanityPenalty(pet, TUNING.SHADOWWAXWELL_SANITY_PENALTY[string.upper(pet.prefab)]) inst:ListenForEvent("onremove", inst._onpetlost, pet) elseif pet._killtask == nil then pet._killtask = pet:DoTaskInTime(math.random(), KillPet) end elseif inst._OnSpawnPet ~= nil then inst:_OnSpawnPet(pet) end end local function OnDespawnPet(inst, pet) if pet:HasTag("grunt") then DoEffects(pet) pet:Remove() elseif inst._OnDespawnPet ~= nil then inst:_OnDespawnPet(pet) end end local function OnDeath(inst) for k, v in pairs(inst.components.petleash:GetPets()) do if v:HasTag("grunt") and v._killtask == nil then v._killtask = v:DoTaskInTime(math.random(), KillPet) end end end -------------------------- -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "taern_speed_mod", 1.4) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "taern_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "taern.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wolfgang" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(200) inst.components.sanity:SetMax(200) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.5 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.65 * TUNING.WILSON_HUNGER_RATE -----GRUNTS inst:AddComponent("petleash") inst.components.petleash:SetOnSpawnFn(OnSpawnPet) inst.components.petleash:SetOnDespawnFn(OnDespawnPet) inst.components.petleash:SetMaxPets(3) --Campfire made by K1NGT1GER609 <- this guy is amazing ! local function fireheal(inst) local x,y,z = inst.Transform:GetWorldPosition() local max_rad = 3 --you have to be close to heal from the fire local ents = TheSim:FindEntities(x,y,z, max_rad, nil, nil, {"campfire"}) --only look for campfires not forest fires for k,v in pairs(ents) do inst.components.health:DoDelta(1,1) --heal 1 end end inst:DoPeriodicTask(0.5, fireheal, nil, inst) --do the heal every 2 seconds inst.OnLoad = onload inst.OnNewSpawn = onload return inst end return MakePlayerCharacter("taern", prefabs, assets, common_postinit, master_postinit, start_inv) Creature require "brains/shadowwaxwellbrain" require "stategraphs/SGshadowwaxwell" local assets = { Asset("ANIM", "anim/swap_pickaxe.zip"), Asset("ANIM", "anim/swap_axe.zip"), Asset("ANIM", "anim/swap_nightmaresword.zip"), } local prefabs = { "shadow_despawn", "statue_transition_2", "nightmarefuel", } local brain = require "brains/shadowwaxwellbrain" local stategraph = require "stategraphs/SGshadowwaxwell" local function linktoplayer(inst, player) -- inst.components.lootdropper:SetLoot(LOOT) inst.persists = false inst._playerlink = player player.grunt = inst player.components.leader:AddFollower(inst) for k, v in pairs(player.grunt) do k:Refresh() end player:ListenForEvent("onremove", unlink, inst) end local function OnAttacked(inst, data) if inst.components.follower.leader == data.attacker then if data.attacker.components.petleash ~= nil and data.attacker.components.petleash:IsPet(inst) then if inst.components.lootdropper == nil then inst:AddComponent("lootdropper") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel", inst:GetPosition()) data.attacker.components.petleash:DespawnPet(inst) elseif data.attacker.components.combat ~= nil then inst.components.combat:SuggestTarget(data.attacker) end end end local function retargetfn(inst) --Find things attacking leader local leader = inst.components.follower:GetLeader() return leader ~= nil and FindEntity( leader, TUNING.SHADOWWAXWELL_TARGET_DIST, function(guy) return guy ~= inst and (guy.components.combat:TargetIs(leader) or guy.components.combat:TargetIs(inst)) and inst.components.combat:CanTarget(guy) end, { "_combat" }, -- see entityreplica.lua { "playerghost", "INLIMBO" } ) or nil end local function keeptargetfn(inst, target) --Is your leader nearby and your target not dead? Stay on it. --Match KEEP_WORKING_DIST in brain return inst.components.follower:IsNearLeader(14) and inst.components.combat:CanTarget(target) end local function spearfn(inst) inst.components.health:SetMaxHealth(100) inst.components.health:StartRegen(TUNING.SHADOWWAXWELL_HEALTH_REGEN, TUNING.SHADOWWAXWELL_HEALTH_REGEN_PERIOD) inst.components.combat:SetDefaultDamage(50) inst.components.combat:SetAttackPeriod(TUNING.SHADOWWAXWELL_ATTACK_PERIOD) inst.components.combat:SetRetargetFunction(2, retargetfn) --Look for target. inst.components.combat:SetKeepTargetFunction(keeptargetfn) --Keep attacking while leader is near. return inst end local function nodebrisdmg(inst, amount, overtime, cause, ignore_invincible, afflicter, ignore_absorb) return afflicter ~= nil and afflicter:HasTag("quakedebris") end local function NoHoles(pt) return not TheWorld.Map:IsPointNearHole(pt) end local function onbuilt(inst, builder) local theta = math.random() * 2 * PI local pt = builder:GetPosition() local radius = math.random(3, 6) local offset = FindWalkableOffset(pt, theta, radius, 12, true, true, NoHoles) if offset ~= nil then pt.x = pt.x + offset.x pt.z = pt.z + offset.z end builder.components.petleash:SpawnPetAt(pt.x, 0, pt.z, inst.pettype) inst:Remove() end local function MakeBuilder(prefab) --These shadows are summoned this way because petleash needs to --be the component that summons the pets, not the builder. local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst:AddTag("CLASSIFIED") --[[Non-networked entity]] inst.persists = false --Auto-remove if not spawned by builder inst:DoTaskInTime(0, inst.Remove) if not TheWorld.ismastersim then return inst end inst.pettype = prefab inst.OnBuiltFn = onbuilt return inst end return Prefab(prefab.."_builder", fn, nil, { prefab }) end local function MakeMinion(prefab, tool, hat, master_postinit) local assets = { Asset("ANIM", "anim/taern.zip"), Asset("SOUND", "sound/maxwell.fsb"), Asset("ANIM", "anim/"..tool..".zip"), } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeGhostPhysics(inst, 1, 0.5) inst.Transform:SetFourFaced(inst) inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("taern") inst.AnimState:PlayAnimation("idle") -- inst.AnimState:SetMultColour(0, 0, 0, .5) if tool ~= nil then inst.AnimState:OverrideSymbol("swap_object", tool, tool) inst.AnimState:Hide("ARM_normal") else inst.AnimState:Hide("ARM_carry") end if hat ~= nil then inst.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat") inst.AnimState:Hide("HAIR_NOHAT") inst.AnimState:Hide("HAIR") else inst.AnimState:Hide("HAT") inst.AnimState:Hide("HAIR_HAT") end inst:AddTag("scarytoprey") inst:AddTag("grunt") inst:AddTag("NOBLOCK") inst:SetPrefabNameOverride("grunt") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = TUNING.SHADOWWAXWELL_SPEED inst.components.locomotor.pathcaps = { ignorecreep = true } inst.components.locomotor:SetSlowMultiplier(.6) inst:AddComponent("health") inst.components.health:SetMaxHealth(1) inst.components.health.nofadeout = true inst.components.health.redirect = nodebrisdmg inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "torso" inst.components.combat:SetRange(2) inst:AddComponent("follower") inst.components.follower:KeepLeaderOnAttacked() inst.components.follower.keepdeadleader = true --inst:SetBrain("shadowwaxwellbrain") inst:SetBrain(brain) inst:SetStateGraph("SGshadowwaxwell") inst:ListenForEvent("attacked", OnAttacked) ---- inst.LinkToPlayer = linktoplayer -- inst:ListenForEvent("onbuilt", OnBuilt) ---inst:DoTaskInTime(0.1, function() if inst.components.follower and not inst.components.follower.leader then inst:Remove() end end) if master_postinit ~= nil then master_postinit(inst) end return inst end return Prefab(prefab, fn, assets, prefabs) end return MakeMinion("grunt", "swap_spear", nil, spearfn), MakeBuilder("grunt") followers.zip
  6. So I want to make a follower for my character kind of like how crash bandicoot has... They need to float just over the shoulder of the character, and I would like if they could be used as a Chester too... coding is not really my strong suit so I wonder if anyone would be able to help me code this in? I really only have 2 days but I've already drawn up and put my character in he just needs his little buddy. Bonus if you can also help me figure out how to make this person change his form when he loses all sanity :/ Thank you so much ahead of time to anyone who can help me out!
  7. Is there any way to remove the Follower attribute (not component) that was added by inst.entity:AddFollower()?
  8. Say I have 2 bernies and a player check that I am working with. I want to add a piece of code that would allow a bernie to check whether a player already has a bernie following (essentially trying to make it so that only one bernie can follow a player at a time). Any idea how I would create this check? I'm not sure how I would add that to this function exactly (this is in berniebrain.lua):
  9. Hello, I have a question if someone can answer me if this would be possible or not !!! So, I want to make a player character which follows my character around & does player-ish sort of things like, crafting items (not 100% necessary), using tools to mine, chop, hammer & using weapons to defend itself if it has them in it's inventory. Stuff like what players can do... So, I don't know how to make a custom entity or where I should start... So, can someone tell me if it's possible to make a player character which's not really a player & it uses a brain like entities do? And if it's possible how would I start making this pseudo-player? I basically want my entity to be a clone of my mod character but it uses a brain instead of actually being a player... You know when you c_spawn"wilson" it spawns a Wilson but nobody controls it & it's affected by all things normal players are even though it's not a player! I want to do something like that only instead of the character doing nothing it uses a brain to do stuff & other functions which followers use, would that be possible or is it too advanced for Don't Starve to have npc players?
  10. 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 !
  11. Id like to suggest the the glommer will have a default left click interaction "Pet". It will allow the player to pet the glommer ( walk close, play happy glommer sound, maybe jump up and down or spin in air animation ) and then he drops 1 glommer goop. Can be pet any number of times, but will drop goop only once a day or so. Random aditional ideas: - remove default goop drops to compensate - give small (15) sanity bonus when he drops goop after petting
  12. I just noticed you have the same name as me! www.dramabutton.com
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