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Found 11 results

  1. 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?
  2. I am trying to make a 'moooncake' item that glows with brighter and has a bigger light radius as the moon phase changes. I am doing something wrong, because it doesn't work... but I am at a loss on what I need to change The item does not light up at all as is. If I change the default light settings, it lights up, but does not change with the moon phases. So I'm fairly sure the problem is in either overriding the defaults or in recognizing the moon phases. Any advice is welcome. Thank you
  3. Hello! I've made a mod with a small light radius work properly, but for some reason it stops working after a while. The light comes back once the server is restarted, but still glitches off at random moments. Might not have to do with anything, but it was noticed to happen when I lose a lot of sanity or when someone lights up a torch right by me. I have linked my character lua to the thread, but here's a peek at the master_postinit, with the light radius part at the end: local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wendy" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(140) inst.components.hunger:SetMax(150) inst.components.sanity:SetMax(210) inst.Transform:SetScale(1.1, 1.1, 1.1) -- Speed multiplier inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.25) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.25) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE --Star Antlers light inst.Light:Enable(true) inst.Light:SetRadius(.3) inst.Light:SetFalloff(.4) inst.Light:SetIntensity(.65) inst.Light:SetColour(0/255, 255/255, 255/255) inst.OnLoad = onload inst.OnNewSpawn = onload end Thank you for reading! ~ bubblegum.lua
  4. So, I am trying to implement the favorite pastime of first-time DST modders and am making a custom character. The short story is that the character is meant to be able to see in the dark and gains a minor amount of sanity in it, but consequently its sanity plummets in any light source, in addition to outright burning in sunlight (without protection). I've gotten the sanity calculation for this down on my own and will be working on the sun-burning thing in the future, but I'm having an issue with the night vision. To be specific, night vision is working too well. Everything seems to essentially be rendered in full brightness, which is a problem as I cannot discern light sources with night vision on, which makes the sanity drops from light sources seem borderline arbitrary. I've tried messing with color cubes and while I've noticed ghost vision color cubes do in fact make light sources barely discernible, it's not enough to really work out from a gameplay standpoint. Not to mention that the light needs to be really intense to be visible. One part of this topic is essentially me asking if making custom color cubes is the way forward for making night vision work as I intend. I don't have any idea if it will work out as-is so for all I know I could be wasting my time, which is why I thought I'd inquire first. Failing that, is there some sort of way to configure it that I've missed? Anyway, that's one avenue to finding a solution for this. I have also tried the classic method of simply applying grue immunity via the grue component (which works) and having a light source like so attached to my character: local function common_postinit(inst) -- <Insert snipped irrelevant code here> --if not TheWorld.ismastersim then inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(32) inst.Light:SetFalloff(0.9) inst.Light:SetIntensity(0.4) inst.Light:SetColour(255/255,0/255,0/255) --end end But the problem here is that the light is server-side, which of course makes everyone able to see it and gain protection from Charlie - not to mention the fact that it also lowers my character's sanity, being a light source. As you can see by the comments, I've tried making the light client side... but it doesn't seem to do anything with the check enabled. The light doesn't show up. Am I doing something wrong? And finally, if both of these options don't work out, I've simply considered drawing a ring around the effective radius of a light source, which would be ugly but would at least allow me to tell where they begin and end. That is assuming that I can do this. I'd look into that on my own if need be. I'm hoping that one of the solutions above could work before I resort to that, though. In closing, is it possible to 'fix' night vision with color cubes, or to make a client-side light so I can at least fake it and still see (brighter) lights?
  5. Is it possible to make one mod character's textures glow in the dark? Like for example the face textures?
  6. I've been making (yet another mod, if other two were not enough) in this case I am trying to make that an object, in this case, custom hand-slot item to emit light, and if possible to also emit a fire particle (torch, nightlight, etc) could anyone give me a tip of where to start?
  7. How would I be able to run this function client-side only? local function FormVision(inst, phase) if inst.trentform and phase == "night" then inst.entity:AddLight() inst.Light:SetFalloff(0.5) inst.Light:SetIntensity(0.9) inst.Light:SetRadius(15) inst.Light:SetColour(245/255,255/255,245/255) inst.Light:Enable(true) else inst.Light:Enable(false) endend
  8. I want to make shining hand item - weapon kind. My base was lightbulb at first, and then "torch" but there came an little issue... I tried following codes: local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),} local prefabs ={ "torchfire",} local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.fire = SpawnPrefab( "torchfire" ) --inst.fire.Transform:SetScale(.125,.125,.125) local follower = inst.fire.entity:AddFollower() follower:FollowSymbol( owner.GUID, "swap_object", 0, -110, 1 ) end local function OnUnequip(inst, owner) inst.fire:Remove() inst.fire = nil owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(48) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets)I also tried the lightbulb one but didn't work at all.. local light = inst.entity:AddLight()light:SetFalloff(0.7)light:SetIntensity(.5)light:SetRadius(1)light:SetColour(230/255, 230/255, 100/255)light:Enable(true)After using torchfire the item does shine when Equipped and stops when not equipped but you know how the torch/willow lighter looks - it has FIRE ANIMATION (yellow sparks, flames thing following the torch stick) Is there anyway to remove showing of flames and leaving only LIGHT? I tried commenting out some lines but effects where like: NO LIGHT AT ALL or LIGHT + FLAMES visible -.- Guess I'm lost :/
  9. He was working on a translation of the game for the en when I came across some files for items that do not exist in the game, they are:1. A sort of sunken boat.2. Gold PitchFork (this is kind of obvious, but at the same time through unnecessary, since a common use of the pitchfork it takes 0.25%3. treasure chestWell, my theory for this would be great boat sunk to the point that we can get inside it and inside find the treasure chest. Seriabem cool too if we added a monster (boss) maritime to attack us when we get into the boat, like a giant octopus for example.
  10. i think this idea is good but i think it should be able to be picked up afrer being placed, craft-able, and relight-able just like the fire pit
  11. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Water has strange behavior when rotating camera Steps to reproduce 1) Stand near the water/ocean 2) Rotate camera (using Q or E, or the arrow keys) 3) The water should look like it moves very rapidly Describe your issue When you stand near the ocean and rotate your camera, the water moves very quickly. A minor issue, but it's pretty jarring and doesn't make much sense.
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