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Found 3 results

  1. Hi, I was wondering if anyone knows if its possible to make the deconstruction staff only work on items and not structures? I ask this because people on my server have been griefing with the deconstruction staff. I have the Ownership and Modify Ownership mod, but they don't protect against the deconstruction staff. What I want is for the staff to work only on items and not on structures. Maybe there is a way for it to not work on prefabs with the tag "structure"? I'm not sure how to go about this. If anyone can provide help it would be appreciated. Here is the Deconstruction staff code for reference. -------GREEN STAFF----------- local DESTSOUNDS = { { --magic soundpath = "dontstarve/common/destroy_magic", ing = { "nightmarefuel", "livinglog" }, }, { --cloth soundpath = "dontstarve/common/destroy_clothing", ing = { "silk", "beefalowool" }, }, { --tool soundpath = "dontstarve/common/destroy_tool", ing = { "twigs" }, }, { --gem soundpath = "dontstarve/common/gem_shatter", ing = { "redgem", "bluegem", "greengem", "purplegem", "yellowgem", "orangegem" }, }, { --wood soundpath = "dontstarve/common/destroy_wood", ing = { "log", "boards" }, }, { --stone soundpath = "dontstarve/common/destroy_stone", ing = { "rocks", "cutstone" }, }, { --straw soundpath = "dontstarve/common/destroy_straw", ing = { "cutgrass", "cutreeds" }, }, } local DESTSOUNDSMAP = {} for i, v in ipairs(DESTSOUNDS) do for i2, v2 in ipairs(v.ing) do DESTSOUNDSMAP[v2] = v.soundpath end end DESTSOUNDS = nil local function CheckSpawnedLoot(loot) if not ((loot.components.inventoryitem ~= nil and loot.components.inventoryitem:IsHeld()) or loot:IsOnValidGround()) then SpawnPrefab("splash_ocean").Transform:SetPosition(loot.Transform:GetWorldPosition()) if loot:HasTag("irreplaceable") then loot.Transform:SetPosition(FindSafeSpawnLocation(loot.Transform:GetWorldPosition())) else loot:Remove() end end end local function SpawnLootPrefab(inst, lootprefab) if lootprefab == nil then return end local loot = SpawnPrefab(lootprefab) if loot == nil then return end local x, y, z = inst.Transform:GetWorldPosition() if loot.Physics ~= nil then local angle = math.random() * 2 * PI loot.Physics:SetVel(2 * math.cos(angle), 10, 2 * math.sin(angle)) if inst.Physics ~= nil then local len = loot.Physics:GetRadius() + inst.Physics:GetRadius() x = x + math.cos(angle) * len z = z + math.sin(angle) * len end loot:DoTaskInTime(1, CheckSpawnedLoot) end loot.Transform:SetPosition(x, y, z) return loot end local function destroystructure(staff, target) local recipe = AllRecipes[target.prefab] if recipe == nil then --Action filters should prevent us from reaching here normally return end local ingredient_percent = ( (target.components.finiteuses ~= nil and target.components.finiteuses:GetPercent()) or (target.components.fueled ~= nil and target.components.inventoryitem ~= nil and target.components.fueled:GetPercent()) or (target.components.armor ~= nil and target.components.inventoryitem ~= nil and target.components.armor:GetPercent()) or 1 ) / recipe.numtogive --V2C: Can't play sounds on the staff, or nobody -- but the user and the host will hear them! local caster = staff.components.inventoryitem.owner for i, v in ipairs(recipe.ingredients) do if caster ~= nil and DESTSOUNDSMAP[v.type] ~= nil then caster.SoundEmitter:PlaySound(DESTSOUNDSMAP[v.type]) end if string.sub(v.type, -3) ~= "gem" or string.sub(v.type, -11, -4) == "precious" then --V2C: always at least one in case ingredient_percent is 0% local amt = math.max(1, math.ceil(v.amount * ingredient_percent)) for n = 1, amt do SpawnLootPrefab(target, v.type) end end end if caster ~= nil then caster.SoundEmitter:PlaySound("dontstarve/common/staff_dissassemble") if caster.components.sanity ~= nil then caster.components.sanity:DoDelta(-TUNING.SANITY_MEDLARGE) end end staff.components.finiteuses:Use(1) if target.components.inventory ~= nil then target.components.inventory:DropEverything() end if target.components.container ~= nil then target.components.container:DropEverything() end if target.components.spawner ~= nil and target.components.spawner:IsOccupied() then target.components.spawner:ReleaseChild() end if target.components.occupiable ~= nil and target.components.occupiable:IsOccupied() then local item = target.components.occupiable:Harvest() if item ~= nil then item.Transform:SetPosition(target.Transform:GetWorldPosition()) item.components.inventoryitem:OnDropped() end end if target.components.trap ~= nil then target.components.trap:Harvest() end if target.components.stackable ~= nil then --if it's stackable we only want to destroy one of them. target.components.stackable:Get():Remove() else target:Remove() end end local function HasRecipe(guy) return guy.prefab ~= nil and AllRecipes[guy.prefab] ~= nil end local function onhauntgreen(inst) if math.random() <= TUNING.HAUNT_CHANCE_RARE then local target = FindEntity(inst, 20, HasRecipe, nil, { "INLIMBO" }) if target ~= nil then destroystructure(inst, target) SpawnPrefab("collapse_small").Transform:SetPosition(target.Transform:GetWorldPosition()) inst.components.hauntable.hauntvalue = TUNING.HAUNT_LARGE return true end end return false end also this: local function green() local inst = commonfn("green", { "nopunch" }) if not TheWorld.ismastersim then return inst end inst.fxcolour = {51/255,153/255,51/255} inst:AddComponent("spellcaster") inst.components.spellcaster.canuseontargets = true inst.components.spellcaster.canonlyuseonrecipes = true inst.components.spellcaster:SetSpellFn(destroystructure) inst.components.finiteuses:SetMaxUses(TUNING.GREENSTAFF_USES) inst.components.finiteuses:SetUses(TUNING.GREENSTAFF_USES) MakeHauntableLaunch(inst) AddHauntableCustomReaction(inst, onhauntgreen, true, false, true) return inst end
  2. Seeing this: made me worried. Krampus is easily my favorite character in the game so far and I don't want him to go away. Never knowing when exactly he will come and try and steal your stuff is great. Please don't let him get removed. Anyone else that likes him can make their voices heard. Save Krampus 2012
  3. Ever since i started playing i've thought that the game needed defensive structures mainly walls with durrability. here are some of my ideas. Walls Walls will block creatures and will lose durrability when attacked, aggresive creatures will randomly attack walls and will attack them if they're angry at a player on the other side if there is no other way to get to them. Fence requires logs and sticks. Decorative, players, hounds, and spiders can go though. Basic Wall requires rocks and logs. Low durrability, Flamable. Basic Gate requires rocks and logs. Low durrability, Flamable, players can go through. Advanced Wall requires cut stone and planks. Good durrability, Fireproof. Advanced Gate requires cut stone and planks. Good durrability, Fireproof, players can go through. Gold Wall requires cut stone and gold nuggets. High durrability, Fireproof. Gold Gate requires cut stone and gold nuggets. High durrability, Fireproof, players can go through. Turrets Turrets will attack aggresive creatures that come within range of it. they need to be mounted on a turret base/tower, the turret is destroyed if the base is destroyed or it runs out of durrability. aggresive creatures will make attemts to destroy the turret if attacked by one. Basic Turret Base requires rocks and logs. Low durrability, Flamable. Advanced Turret Base requires cut stone and planks. Good durrability, Fireproof. Gold Turret Base requires cut stone and gold nuggets. High durrability, Fireproof. Harpoon Turret requires Spear, cut stone, planks, and gold. Shoots spears at aggresive creatures, low damage, slow reload. Fire Turret requires Red gem, cut stone, charcoal, and gold. Shoots a burst of fire at aggresive creatures, fire damage, medium reload, Will set things on fire! Tooth Turret requires Teeth (alot), cut stone, planks, and gold. Shoots teeth at aggresive creatures, low damage, Fast reload. Net Turret requires Silk (alot), cut stone, planks, and gold. will slow down or immobilize aggresive creatures, no damage, Very slow reload. Pinecone Turret requires pinecones (alot), Logs, planks, and gold. will shoot pinecones at aggresive creatures, very low damage, medium reload - Suggested by CaptKnuckles -Maybe the turrets will need to be manned by a player or pigman. -an ammunition system would be good too, like you open it like a chest and put ammo inside. this gives the harpoon turret, which is very cheap, a small disadvatage to having one since spears arn't stackable. making it so then you want to upgrade to the expensive ones. Thanks for reading! i hope to see some of these in a future update!