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Oxygen Not Included

Found 15 results

  1. I'm making a character whose main gimmick is that they die every 22 minutes, then can be revived with no Max HP cost. How would I keep their Max HP from going down? Would I put some script into their lua, or would I need to put it in a new revival item unique to them? (My original plan was to add a new revival item for them to use anyway, so that won't be a problem.)
  2. Hello. What I want to do is, if the caster doesnt have 5 Spellenergy in his container, he loses 50 health. The code works perfectly with sanity but as soon as I put in health nothing happens anymore when not having enough Spell energy. Why does it work with Sanity and not with Health? local function onblink(inst, owner, caster) if inst.components.container:Has("spellenergy",5) then inst.components.container:ConsumeByName("spellenergy", 5) print('if') else caster.components.health:DoDelta(-50) -- swapping health for sanity works print('else') end end
  3. Hey everybody! I'm once again asking for your professional support: I've finished my very first custom item. It doesn't crash the game, it has unique textures, very pretty overall. Now, it is the time to add some custom perks to it, the problem is, I'm not that experienced with custom items and with their coding. The goals I would like to achieve: I know, these are kinda tough for a first item, but life's short, isn't it?
  4. is their anyway i can make it so that when someone were to eat something they would gain a boost to their strength depending on what it is like big meat give *2 and small gave *1.5
  5. I tried to make my DST Character better at healing and succeeded. but now it also aplies when i eat any health restoring food item. Does anyone know a way to change this code to where it only affects healer items such as spider glads and haling salves? under charactername.lua: local function _newHealthDoDelta(self, amount, cause, ...) local MULT = 1.5 if amount > 0 then amount = amount * MULT end return self.inst._oldHealthDoDelta(self, amount, cause, ...) end under master_postinit: inst:ListenForEvent("_newHealthDoDelta", _newHealthDoDelta) inst._oldHealthDoDelta = inst.components.health.DoDelta inst.components.health.DoDelta = _newHealthDoDelta
  6. Hello, I have made 2 simple mods to DST based on Extended Sample Character Template and I want to take one step further and make my third character. I am wondering how to add health regeneration when it is near campfire. I do not have experience and knowledge about programming in LUA, so my fellow modders (if somebody like me can be called that way) could you help me with this problem. I would be grateful for example of code line like mentioned before so I can do it myself. Thank you for your precious time. (Sorry for my English too)
  7. To some good modders on here this might be a dumb question, but is there a way to give a character 1 free resurrection as soon as they die? Like a life giving amulet but without havinng to haunt anything. You just die and come back instantly, or reach 1%health and regain it all one time only.
  8. Ello again. Today I have yet another minor issue. Nothing too major, but something I may need to fix later on. Firstly, I'm seeing an issue with my character's health and hunger changing during the phases of day. He starts out weak during the day, so he has low health but greater hunger. And during dusk and night his health increases and his hunger decreases. The issue I'm having is, they reset to their assigned number even after hunger went down or I've been damaged. Eg. During the day his health is base 100, he took damage and was reduced to 50. But dusk rolls around and his stats change to his base health which is suppose to be 200. I want to make it so he still retains the damage but his base health still changes. Same with hunger. If his hunger went down I'd like it to carry over to the other phases rather than resetting. Hopefully I am making sense? ^^;
  9. I was wondering if there was a way for me to add wigfrid's ability to gain health and sanity on kill to a character i have. I have seen ones on the forums but they seen to be a flat bonus and not based on the mobs combat damage. If anyone would be able to separate that function from the battleborn one that she has or if they would be able to rewrite it out that would be greatly appreciated. Thank you very much for any assistance you can provide in advance.
  10. 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.
  11. Allows you to set the amount of gain/loss of each stat for each sleep-tick, how often sleep-ticks occur, as well as # of uses, AND whether the equipment can be used during the day (dusk/night for siestahuts), and all of these things can be set INDIVIDUALLY for each of the four kinds of sleeping equipment! Also, I have coded in an elaborate temperature system, with which you can set at which temperatures the equipment will work, and at which temperatures it will bestow penalties, and whether it can cool you down or heat you up at all, or both. Link to Steam DST version Sadly, a bug in the source code for DS/RoG/SW is preventing me from releasing a version for it. There are so many settings, that it crashes the game on worldgen. I've reported the bug to Klei, and they say they will fix it eventually. Settings Information You can set gain/loss per sleep-tick for all stats, including health, hunger, sanity, wetness and temperature, FOR EACH INDIVIDUAL SLEEPING-ITEM! You can even set how quick the sleep-ticks are You can set uses for all 4 types of equipment. If you choose "Unlimited" or "1" use for one of the bedrolls, it will become stackable. You can set whether you should be able to sleep at day (also individually for each item), and/or siesta at night. For temperature, you will have a large amount of variables to tweak, including whether the equipment can cool and/or heat the player towards a target temperature. If neither are enabled, the player temperature follows the world temperature while sleeping. There are heating/cooling barrier variables indicating above which temperature the equipment can no longer cool down the player, and below which temperature the equipment can no longer heat up the player, in which cases the player temperature will follow the world temperature. There are also heat/cold penalty limits, which work sort of like the barriers, except the fact that if the world is above/below the selected temperature, instead of ticking the player temperature towards the world temperature, you can decide whether the player should get colder or hotter. Usage notes a. Does NOT require you to make a new world before taking effect. b. This mod only works if the host of the server has enabled it. c. When using this mod as a host, this will apply to all the players on the server. Known bugs - The game is also trying to change your temperature, which will sometimes result in the player only almost reaching target temperature. Not much I can do about it. I'm able to keep him about a maximum of 0.3 degrees from target temperature, at worst.
  12. Does anyone know how to do this? Basically, I want the character to lose health when sanity is equal to zero, much like when the hunger bar is zero, thanks.
  13. Not too long ago, I planted 5 spider nests a bit away from my home. After I planted all of them, I heard this strange windy noise. Like when wind blows through a cave. It doesn't seem to occur with one or two nests together though. Anyone else notice this and/or can confirm it? I was in a savanna biome when it happened and don't have more nests to test it out.
  14. Hi everyone, I am low on health, and I'm pretty sure that eating food gives you health, but what if I am full with hunger, 100 percent, and if I eat more, wont I faint or explode or something? How can I heal myself? Also, I built the second farm, the one that takes 4 poop, how do I use it? Lastly, I recently encountered a treeguard and it is sleeping now, if it somehow wakes up, will it kill me or will it wander around and help me kill bad monsters? Please help, thanks!
  15. Hey Everyone, I started a new map for the naughty and nice update. Luckily it has 7 tall-birds, unfortunately it only has one beehive which I destroyed after capturing 6 killer bees... didn't realize they were different from regular old bees until it was too late and now I have no means to acquire honey. Being spoiled and addicted to honey, I'm not sure how to easily recover health without it. I have been using cooked tall bird eggs, but they are far from ideal (hard to harvest, not stack-able.) Anyone got any good ideas? Maybe an easy crock pot recipe that doesn't require honey but still packs on the health. Love, Me
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