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Found 6 results

  1. After teleporting the dragonfly to the Lunar Baths biome, it could drink from a hot spring, and change into a ice/glass/lunar dragonfly. It doesn't need much change to its behavior, as instead of magma pools it could use the hot springs to spawn ice larvae. After dying, it could revive like the hounds to become a horror/zombie/bone dragonfly. As it is not intuitive to teleport the dragonfly to the Lunar Bath biome, the Celestial tab could have a recipe to make something similar to a bath bomb out of ash to make a hot spring into an ash soup, with a flavor text like "A dragonfly would love this". This would also solve the problem of "Why would a dragonfly drink from a hot spring?". It could even be a recipe that a normal dragonfly drops and has to be added to the celestial altar first. This recipe can be made harder by adding iridescent gem next to the ashes. This would explain the magical effect that cause the dragonfly to change. Motivation: I started thinking about this topic because I find it a chore to refill the light sources even in the endgame, and because of this I like to place my base next to the moon stone, because it can give constant light with the infinite polar light. It would be nice to build something similar, even if it takes a lot of work. As the moon stone is usually next to the desert where the dragonfly is, they already have a connection. Scaled furnace can give infinite light, so that is one more connection. If this fight would have a ice/lunar spore as a loot, which does not spoil, but can be placed into a glowcap, it would be possible to make one infinite light for every kill of the upgraded dragonfly. This way it would make the glowcap useless (like it would happen if there is a new infinite light source), and it would make creating this lighting a little harder, as it would involve another boss. Of course there can be a lot of awesome loot which is connected to ice, lunar light or bones.
  2. 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
  3. 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 :/
  4. 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.
  5. 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
  6. 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.