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Oxygen Not Included

Found 3 results

  1. Hi! I've been working on a new mod for a commissioner of mine, and so far everything seems fine, but when I test it on worlds with caves the custom weapon of that character refuses to spawn with the command DebugSpawn, and when I craft it the character holds it and can use it but it's invisible on the inventory and cant be selected (also the animation when attacking glitches out and makes the character's arm invisible along with the weapon itself). I also can't pick it up pressing space when I debug spawn it. I checked if all clients require mod in modinfo.lua was set to true and it is, so I have no idea what might be the problem. I've tried it also when playing on offline mode and on local and it just doesn't wanna work. I also tried uploading it to workshop to see if that happened to fix it, but to no avail. This also didn't happen to me on my first mod where I added a custom healing item. No idea what might be causing it honestly. Any help is truly appreciated, I'll attach a couple of files that may be the cause. "bloodshot" is the character, "shotknife" is the weapon. bloodshot.lua shotknife.lua modinfo.lua modmain.lua
  2. I'm really struggling to make this code work. When i'm killing dragonfly im getting server announce that "Dragonfly just spawned", thats working fine and i added only this announce line to make sure that code works on this part but the next part unfortunately not working (from adding component("timer")). How to make it work? (I know that full day in DST is 480 units from tuning.lua, and what i want to show is another message that "Dragonfly just spawned" after 10/480 day but it doesn't show up. Help please! local announce3_prefabs = { 'dragonfly', } for k, v in pairs(announce3_prefabs) do AddPrefabPostInit(v, function (inst) local function OnTimerDone(inst, data) if data.name == "regen_dragonfly" then TheNet:Announce("" ..inst.name.. "" ..announcestr.spawned.. "" ..announcestr.ending) end end local function announcement(inst, data) TheNet:Announce("" ..inst.name.. "" ..announcestr.spawned.. "" ..announcestr.ending) inst:AddComponent("timer") inst.components.timer:StartTimer("regen_dragonfly", 10) inst:ListenForEvent("timerdone", OnTimerDone) end local function extinction(inst) inst:ListenForEvent("attacked", announcement) end inst:ListenForEvent("death", extinction) end) end
  3. Hi there folks! I'm working on a character who emits a sanity aura for people around him. Problem is, the aura ALSO affects him. I would like the aura to only affect OTHER people, and not him. Currently the sanity script is very rudimentary, here it is: -- Sanity aura! inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_SMALL Also; How do you get rid of the noise? Whenever his sanity aura is used, it makes the noise of rejuvinating sanity. I would prefer it to be a passive and silent effect, so any help is appreciated! Thanks in advance!
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