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Found 7 results

  1. Hello everyone! I'm trying to make a mod, that'll use real time to change something. It should look like this: local RealTime = smthing inst:DoPeriodicTask(1,function(inst) if RealTime == 19:30 then DoSomeThing end end) So my question is how to find RealTime? I saw in logs that it usually writes time when the game started: [00:00:00]: Current time: Tue Aug 22 14:10:26 2017 So where can I find it? Thanks everyone for your replies! I can give yo some skins, if I'll got answered!
  2. Hello! I'm making mod with custom cook pot, and all works perfectly on non-dedicated server, but on dedicated servers it crashing with [string "scripts/widgets/containerwidget.lua"]:29: attempt to index local 'widget' (a nil value) My prefab is here: alchemypot.lua full log here: client_log.txt Thanks everyone for your replys! If someone'll help me, I can give you some skins!
  3. Hey! I'm trying to make widget that'll pop up when someone'll equip it. When equiped, player'll be able to write some text in it, and this text'll be given to some local. Is there any guide how to make widgets, or does anyone knows how to make it? I can give you Striking Tuxedo if you'll help me! Thanks for every reply!
  4. Hello! I'm trying to make a staff, that'll spoil food, when used on another player, but I've got some trouble: How to make it useable only on players It's not working Yeah, when it used, character says that he can't do it, and nothing happens :\ . My prefab is here: staffs.lua Thanks everyone for your replies! If you'll help me, I can give you Striking Tuxedo!
  5. I'm trying to make prototyper, that will be able to change prototyper.trees, but if it's activeted, game crashes with [00:00:45]: [string "scripts/components/builder.lua"]:191: attempt to index field 'accessible_tech_trees' (a function value) LUA ERROR stack traceback: scripts/components/builder.lua:191 in (method) EvaluateTechTrees (Lua) <135-243> self = exclude_tags = table: 4F6DDBB0 buffered_builds = table: 4F6DDB88 recipes = table: 4F6DD7C8 station_recipes = table: 5503ED20 bonus_tech_level = 0 accessible_tech_trees = function - ../mods/Bo energy/scripts/prefabs/researchlab_1.lua:157 inst = 108359 - wilson (valid:true) _ = table: 4F6DD228 current_prototyper = 105105 - researchlab_1 (valid:true) pos = (-11.85, -0.00, -347.55) ents = table: 5503D998 old_accessible_tech_trees = table: 5503E190 old_station_recipes = table: 0E69F698 old_prototyper = nil prototyper_active = true scripts/components/builder.lua:108 in (method) OnUpdate (Lua) <107-109> self = exclude_tags = table: 4F6DDBB0 buffered_builds = table: 4F6DDB88 recipes = table: 4F6DD7C8 station_recipes = table: 5503ED20 bonus_tech_level = 0 accessible_tech_trees = function - ../mods/Bo energy/scripts/prefabs/researchlab_1.lua:157 inst = 108359 - wilson (valid:true) _ = table: 4F6DD228 current_prototyper = 105105 - researchlab_1 (valid:true) scripts/update.lua:187 in () ? (Lua) <150-223> dt = 0.033333335071802 tick = 229 k = 108359 v = 108359 - wilson (valid:true) cmp = table: 4F6DD0E8 [00:00:45]: [string "scripts/components/builder.lua"]:191: attempt to index field 'accessible_tech_trees' (a function value) LUA ERROR stack traceback: scripts/components/builder.lua:191 in (method) EvaluateTechTrees (Lua) <135-243> scripts/components/builder.lua:108 in (method) OnUpdate (Lua) <107-109> scripts/update.lua:187 in () ? (Lua) <150-223> I realy now don't know what to do... Need some help! myprefab.lua is here require "prefabutil" local function isgifting(inst) for k, v in pairs(inst.components.prototyper.doers) do if k.components.giftreceiver ~= nil and k.components.giftreceiver:HasGift() and k.components.giftreceiver.giftmachine == inst then return true end end end local function onhammered(inst, worker) if inst.components.burnable ~= nil and inst.components.burnable:IsBurning() then inst.components.burnable:Extinguish() end inst.components.lootdropper:DropLoot() local fx = SpawnPrefab("collapse_small") fx.Transform:SetPosition(inst.Transform:GetWorldPosition()) fx:SetMaterial("wood") inst:Remove() end local function onhit(inst) if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PlayAnimation("hit") if inst.components.prototyper.on then inst.AnimState:PushAnimation(isgifting(inst) and "proximity_gift_loop" or "proximity_loop", true) else inst.AnimState:PushAnimation("idle", false) end end end local function doonact(inst, soundprefix) if inst._activecount > 1 then inst._activecount = inst._activecount - 1 else inst._activecount = 0 inst.SoundEmitter:KillSound("sound") end inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_ding") end local function onturnoff(inst) if inst._activetask == nil and not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PushAnimation("idle", false) inst.SoundEmitter:KillSound("idlesound") inst.SoundEmitter:KillSound("loop") end end local function onsave(inst, data) if inst:HasTag("burnt") or (inst.components.burnable ~= nil and inst.components.burnable:IsBurning()) then data.burnt = true end end local function onload(inst, data) if data ~= nil and data.burnt then inst.components.burnable.onburnt(inst) end end local assets = { Asset("ANIM", "anim/researchlab.zip"), } local prefabs = { "collapse_small", } local function onturnon(inst) if inst._activetask == nil and not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then if isgifting(inst) then if inst.AnimState:IsCurrentAnimation("proximity_gift_loop") or inst.AnimState:IsCurrentAnimation("place") then --NOTE: push again even if already playing, in case an idle was also pushed inst.AnimState:PushAnimation("proximity_gift_loop", true) else inst.AnimState:PlayAnimation("proximity_gift_loop", true) end if not inst.SoundEmitter:PlayingSound("loop") then inst.SoundEmitter:KillSound("idlesound") inst.SoundEmitter:PlaySound("dontstarve/common/research_machine_gift_active_LP", "loop") end else if inst.AnimState:IsCurrentAnimation("proximity_loop") or inst.AnimState:IsCurrentAnimation("place") then --NOTE: push again even if already playing, in case an idle was also pushed inst.AnimState:PushAnimation("proximity_loop", true) else inst.AnimState:PlayAnimation("proximity_loop", true) end if not inst.SoundEmitter:PlayingSound("idlesound") then inst.SoundEmitter:KillSound("loop") inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_idle_LP", "idlesound") end end end end local function refreshonstate(inst) --V2C: if "burnt" tag, prototyper cmp should've been removed *see standardcomponents* if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() and inst.components.prototyper.on then onturnon(inst) end end local function doneact(inst) inst._activetask = nil if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then if inst.components.prototyper.on then onturnon(inst) else onturnoff(inst) end end end local function onactivate(inst) if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PlayAnimation("use") inst.AnimState:PushAnimation("idle", false) if not inst.SoundEmitter:PlayingSound("sound") then inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_run", "sound") end inst._activecount = inst._activecount + 1 inst:DoTaskInTime(1.5, doonact, "lvl1") if inst._activetask ~= nil then inst._activetask:Cancel() end inst._activetask = inst:DoTaskInTime(inst.AnimState:GetCurrentAnimationLength() + 2 * FRAMES, doneact) end end local function ongiftopened(inst) if not inst:HasTag("burnt") and not inst.components.bo_powered:IsEmpty() then inst.AnimState:PlayAnimation("gift") inst.AnimState:PushAnimation("idle", false) inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_science_gift_recieve") if inst._activetask ~= nil then inst._activetask:Cancel() end inst._activetask = inst:DoTaskInTime(inst.AnimState:GetCurrentAnimationLength() + 2 * FRAMES, doneact) end end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("idle", false) inst.SoundEmitter:PlaySound("dontstarve/common/researchmachine_lvl1_place") end local function changingtrees(inst) if inst.components.bo_powered and inst.components.bo_powered:IsEmpty() then changingtrees = TUNING.PROTOTYPER_TREES.CRITTERLAB else changingtrees = TUNING.PROTOTYPER_TREES.SCIENCEMACHINE end return changingtrees end local function fn() local inst = CreateEntity() local lvl = 1 inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddMiniMapEntity() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeObstaclePhysics(inst, .4) inst.MiniMapEntity:SetPriority(5) inst.MiniMapEntity:SetIcon("researchlab.png") inst.AnimState:SetBank("researchlab") inst.AnimState:SetBuild("researchlab") inst.AnimState:PlayAnimation("idle") -- if inst.components.bo_powered and inst.components.bo_powered:IsEmpty() then -- inst:RemoveTag("prototyper") -- else inst:AddTag("prototyper") --end inst:AddTag("structure") MakeSnowCoveredPristine(inst) inst.entity:SetPristine() inst:AddTag("prototyper") inst:AddTag("giftmachine") inst:AddTag("structure") inst:AddTag("level"..lvl) MakeSnowCoveredPristine(inst) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst._activecount = 0 inst._activetask = nil ---------------------------------------------- inst:AddComponent("bo_powered") inst.components.bo_powered.type = "output" inst.components.bo_powered.period = 1 inst.components.bo_powered.maxpower = (60) inst.components.bo_powered:InitializeFuelLevel(TUNING.PIGTORCH_FUEL_MAX) inst.components.bo_powered:StartConsuming() -------------------------------------------- inst:AddComponent("talker") inst.components.talker.fontsize = 21 inst.components.talker.font = TALKINGFONT inst.components.talker.colour = Vector3(0.7, 0.85, 1, 1) inst.components.talker.offset = Vector3(0,-550,0) inst.components.talker.symbol = "swap_object" inst.components.bo_powered:StartTalking() inst:AddComponent("inspectable") inst:AddComponent("prototyper") inst.components.prototyper.onturnon = onturnon inst.components.prototyper.onturnoff = onturnoff inst.components.prototyper.trees = changingtrees inst.components.prototyper.onactivate = onactivate inst:ListenForEvent("onbuilt", onbuilt) inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(4) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) MakeSnowCovered(inst) inst:AddComponent("wardrobe") inst.components.wardrobe:SetCanUseAction(false) --also means NO wardrobe tag! inst.components.wardrobe:SetCanBeShared(true) inst.components.wardrobe:SetRange(TUNING.RESEARCH_MACHINE_DIST + .1) MakeLargeBurnable(inst, nil, nil, true) MakeLargePropagator(inst) inst.OnSave = onsave inst.OnLoad = onload inst:AddComponent("hauntable") inst.components.hauntable:SetHauntValue(TUNING.HAUNT_TINY) inst:ListenForEvent("ms_addgiftreceiver", refreshonstate) inst:ListenForEvent("ms_removegiftreceiver", refreshonstate) inst:ListenForEvent("ms_giftopened", ongiftopened) return inst end return Prefab("researchlab_1", fn, assets, prefabs), MakePlacer("common/researchlab_1placer", "researchlab_1", "researchlab_1", "idle") Oh, and if someone'll help me, I'll give em some reward Tuxedo Gloves Green Sweater Vest Knee Pants Blue Sneakers
  6. Hey all! I'm trying to edit prefab so it will work with my mod. Is it posible to somehow eddit some functions and add some components to prefab without re-adding it? If someoe'll help me, I'll give him some skins such as: Tuxedo Gloves Green Sweater Vest Knee Pants Blue Sneakers
  7. Alright, so I feel like making a series of clues that will lead a hunt around the forums, and each post will contain a clue, which will lead to a reward that you will discover when you finish the hunt. You can join at any time, and you can help each other. i dunno when the hunt will end, but it will start now. I must give you rules however: Rule 1: No asking the admins for help. Rule 2: Only a maximum of two people will gain the reward. Rule 3: Many secrets may be discovered along the way. I will give you two hints, starting now. First of all, find the Capitol. Second of all, find the man with the magic compass, who was made by me. Go... now!