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Found 6 results

  1. Yet another Willow's lighter post I'm making, because I play Willow.... Just that this time I want to hear everyone's opinions on why Willow's lighter should or shouldn't have infinite durability again. I want to know what would we so horrid and game ruining about her lighter having an actual niche of being an infinite light source. I'll just commit broken record and just repeat all of my opinions as a Willow main. #1 - Willow right now is very close to being perfect. She's a character whose personality is unique and showcases her oddball character perfectly. She's a goofy, immature, irresponsible young woman who is also a pyromaniac, which is just very, VERY cool in my opinion and I have no complaints about her quotes/personality. #2 - Bernie is the aspect of Willow that is either hated or loved, no in between. From what I've seen, people hate it because it takes the spotlight away from Willow's pyromaniac character, as if Klei is trying to force us to ignore about her being a pyromaniac because fire bad DUH. And then on the other hand people love Bernie because they took the already existing Bernie and gave him some more love, he used to be a punching bag only used to protect any player from insanity and turned him into this badass teddy hulk who fights everything in its way to protect Willow. Now, in my personal opinion... I love the new Bernie, I love how they made his existence more "personal" by making him only become teddy hulk when Willow herself is fully insane, to protect Willow. And I LOVE that, I absolutely love how much personality and life this breathes into Willow's story/character.... But... #3 - Willow's character perks (excluding Bernie/lighter) are iffy.... She is immune to fire and that's amazing, not much I can say other than "amazing". It's what the playerbase wanted, so good. Her being able to extinguish smoldering faster is nonsensical. Willow (this is not my suggestion, full props go to CorruptiestWood for thinking of this one) should LOSE sanity for extinguishing the fire she loves so much... She even has a quote that indicates her disdain towards putting out fires, similar to how Wormwood doesn't like digging up or chopping plants. Willow gaining less insulation from winter gear is just... Non existent, this change absolutely affects Willow in no way, especially since can just light stuff on fire during winter and stand in said fire to gain warmth to fuel her thermal stone. It COULD be cool if she got like, no insulation from winter gear but that's a topic of its own. Sanity regen from fire is fine, nothing I'd change there. Perfect. Taking more damage from freezing and losing sanity from freezing is a cool perk, I'll admit. BUT. It's non existent IMO, lemme explain. If you start freezing, you can just light ANYTHING on fire as Willow and stand in it, 3 seconds later and you're not freezing, if not even just one second depending on the fire. This WOULD be a good downside if she still had the insanity freezing perk, you'd lose temperature from being insane and then you'd take more damage and lose more sanity. Her passive summer insulation and resistance to overheating is perfect, I've nothing to say about this. It's rad and I think it's great. Willow loses and gains 10% more sanity. It's perfect, I've nothing to say about a flavour perk. It's a way to showcase her being mentally unstable sorta, it's nice. And now #4 - Her lighter. Her lighter is an item that Klei has avoided making infinite for many reasons they don't want to explain nor reveal. Her lighter being infinite, would not make Willow OP, even though newer players think it would, but we shouldn't really listen to newer players. Her lighter was one of her signature things, it was part of her very good character design in DS. And now it's a running joke of the game, it's borderline useless. Being able to cook on it is great and all, but why not just have an infinite lighter that you can cook on, it would be a well deserved buff/qol change for Willow that also wouldn't make her all that much better, and certainly not OP. It's an item that was a staple part of her character in DS and it was removed for God knows what reason, I assume it's PVP/Griefing, but who knows, as far as I know Klei didn't bother telling us the reasoning during the Willow refresh sooo.... It's all up for assumption. So like, if y'all could leave your opinions about why you think she should or shouldn't have her infinite lighter back please share. And it'd be very nice if Klei actually bothered to explain to us why, it'd be nice to explain to your community why you removed one of the least problematic things in the game, especially when torches exist. Ty in advance.
  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.