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bobmittens posted a topic in [Don't Starve Together] Mods and ToolsI have been making a mod character and have made the item I want to be character specific (a bedroll.) I tried looking around in the vanilla game's scripts for other character specific items, but they don't seem to have much. So I began reading through a thread, which I linked below. I decided to start where the original poster in that thread started by using the script he originally posted and tailoring it to my character with the idea that I could trouble shoot any problems the same way the users in the thread did. Although the script doesn't crash my game and does cause characters to be unable to hold the item, it makes all characters including my own drop it. I tried a couple things mostly going to the (if player.prefab ~= "wisia" then) code and changing what is set in the quotation marks. What i found is that when the prefab name is set to that of my character, they won't spawn with the item or say the text for being unable to hold the item, but if the value is set to something else such as "wilson" I will start with the item dropping off my character and them saying the appropriate text. The short of it is, does any one know how to fix this issue, or a better set of code that would garner the same results without the hassle? Thank you for your time. I also added the item's prefab if you want to poke around in there. My friend wanted me to hurry up making the mod like 6 months back and got someone who knew what they were doing to write the bed roll code since i was having trouble so i can only kind of guess and assume what each part of the code does but not why or how it affects other parts. meaperroll.luameaperroll.lua inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "meaperroll" inst.components.inventoryitem.atlasname = "images/inventoryimages/meaperroll.xml" inst.components.inventoryitem.cangoincontainer = false inst.components.inventoryitem.onputininventoryfn = function(inst, player) if player.prefab ~= "wisia" then inst:DoTaskInTime(0.1, function() player.components.inventory:DropItem(inst) player.components.talker:Say("It seems to slip right out of my hands!") end) end end
So recently previously working mod code has stopped working. Now, the game crashes (veggies.lua} when this runs. There is no line 351 in veggies.lua [00:00:07]: scripts/mods.lua(220,1) Mod: waiter-381565292 (Waiter 101 v5.0x) Error loading mod! .../common/dont_starve/data/scripts/prefabs/veggies.lua:351: variable 'MakePlacer' is not declared LUA ERROR stack traceback: =[C] in function 'error' D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/strict.lua(23,1) D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/prefabs/veggies.lua(351,1) in function 'MakeVeggie' D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/prefabs/veggies.lua(357,1) in main chunk =[C] in function 'require' D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/../mods/waiter-381565292/modmain.lua(242,1) in main chunk =[C] in function 'xpcall' I'm sure this had to do with the inttroduction of Wormwood since he can now plant seeds anywhere... It appears Klei has changed the way the game determines crops resulting from seeds,,, but I cant seem to figure out how to fix it. There appears to be a function in seeds.lua that looks into Veggies.lua ...\common\dont_starve\data\scripts\prefabs\seeds.lua I think I would need to insert/append my data into the Veggies.lua VEGGIES table.. ...\common\dont_starve\data\scripts\prefabs\veggies.lua The code below used to inserted new crops that could grow in farms from seeds. With this disabled, seeds planted in farms no longer have a chance to grow these crops. My knowledge of Lua is limited, so anyone who can advise on this, I would appreciate it. Thank you.
Hi, TL;DR : If anyone knows a MOD to remove Regolith, or has any interest in creating one, you're the dude I'm looking for. Please do not say 'just use sandbox' / whatever you think is best. So, my colony is 3000 cycle old, everything is perfect, in a perfect world, except for those damn regolith, from the old update, which are reallllyyy being extremely difficult to handle in terms of lag. Make sense, considering that I have 50,000 tons of this cursed material. Yeah, 50K tons (don't worry, they are vacuum sealed). While I do have access to a very hot copper volcano (2200-2400 Celsius degrees hot) and a few dozen 4t liquid copper tiles, it would probably end up...cold with that much Regolith. Probably, cause I haven't done the math ( ). And even if it would, I would still have to deal with lots of magma to send to space. Not ideal, to say the least, without even considering the amount of time that would require. Of course, enabling sandbox would be easy, I would erase all of it with the magical button... But I have managed to survive and create a great colony without enabling the sandbox mode, and once activated, the setting is persistent (I should probably add a sad kitty picture here. Or a sad pony). So, if any of you guys know a mod / or would be interesting in creating one (a man can only dream), that would be much appreciated. Even a very "simple" mod that would implement a device/station that would take like 20t of regolith as input and produce nothing would be more than acceptable, considering how desperate I am. Only need that regolith to disappear, and my save to be...safe, and happy. We all know how important it is, to make a save file happy. Cheers from the invaded-by-regolith-colony. PS : in term of optimization, I do know about the (great) mod regarding daily reports, but I'm really interested in getting rid of this old space madness.
I have these line in Modmain.lua ================ W101_FLOAT = 0 if GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) or GLOBAL.IsDLCEnabled(GLOBAL.PORKLAND_DLC) then W101_FLOAT=1 end ================ Then In one of several prefabs ================ if W101_FLOAT ==1 then .... ================ However, when the prefab is loaded, the game crashes with the error that the variable is not defined My knowledge of Lua is limited, and I am sure I am missing something iimportant in the way that Lua works.. Any help would be appreciated.