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Found 7 results

  1. Add a sun and orient the planetoids around: planetoids closest to sun would have a higher temperature, more luminosity and radiation; the more distant would be cooler and less luminous. this makes the star map a little more intuitive and with less variation (I know), but it allows a little more control over the variables and opens up new expectations: - Lets suppose the space bleach is close to the sun. You would need a spaceship with features that support this new condition. this variates the use of rockets,based on materials and capacity ( transportation , traveling) generates the necessity to find better materials do deal with the situation ( more resistant materials, a better suit , maybe a coolant ... idk ) -with areas with less light, you reduce the potential of solar panels and visibility. You will probably need to send an expedition to find out what really exists in that obscure area (maybe because the darkness and/or some asteroids on the way ). -a possibility to add some space events: A comet passing by in X years; a small abandonated spaceship/station with something interesting.
  2. 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?
  3. 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
  4. 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 :/
  5. 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.
  6. 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
  7. 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.