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Found 4 results

  1. Hello, I'm trying to create a mod that will craft two stones, I managed to add the recipe in the recipe tab, and created the prefabs for them however when i click on the recipe to create those items I get an error without adding the AddPhysics() line I got an unknown error after adding it i got the error "attempt to call method 'AddPhysics' (a nil value)" below is the code of my prefab local assets ={ Asset("IMAGE", "images/inventoryimages/angelstone.tex"), Asset("ATLAS", "images/inventoryimages/angelstone.xml"), Asset("IMAGE", "images/inventoryimages/devilstone.tex"), Asset("ATLAS", "images/inventoryimages/devilstone.xml"),}local function use_stone(inst) print "started using" if inst:HasTag("angelstone") then print "used angelstone" elseif inst:HasTag("devilstone") then print "used devilstone" else print "WTF?" endendlocal function commonfn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst:AddPhysics() MakeInventoryPhysics(inst) inst:AddComponent("inventoryitem") --inst.AddComponent("useableitem") --inst.components.useableitem:SetOnUseFn(use_stone) --inst:AddComponent("inspectable") --inst.entity:AddTransform() --inst.entity:AddAnimState() return instendlocal function angelstone() local inst = commonfn() inst:AddTag("angelstone") inst.components.inventoryitem.atlasname = "images/inventoryimages/angelstone.xml"endlocal function devilstone() local inst = commonfn() inst:AddTag("devilstone") inst.components.inventoryitem.atlasname = "images/inventoryimages/devilstone.xml"endreturn Prefab( "common/inventory/angelstone", angelstone, assets), Prefab( "common/inventory/devilstone", devilstone, assets) what am I doing wrong?
  2. It's hard to get by without honey early-game, but once you get a bunch of hives up after the first winter you can crank out piles of it. So, I've seen a lot of good posts about how honey and honey-made items should either be nerfed stats-wise, or made harder/more dangerous to farm (the nosy bear would be awesome!). My big concern, though, is if there are plans to implement other decent healing items. My biggest gripe with the game after the rain update is how honey and honey items are the only good way to consistently heal yourself. If honey is made more scarce (or less powerful), I would like some alternate healing items and preferably ones that can't be planted and farmed at your camp. Maybe something mushroom or spider-based? The closest thing we have now is blue shrooms, which restore health in exchange for sanity. How about something that restores health in exchange for hunger? There are a lot of times where I'm flush with food but need some health. Maybe a "monster martini" could improve health and sanity, but make you really crave fistfuls of jam? Or how about a wearable silk-based bandage or sling/cast that heals you slowly but makes you move much slower over time? That way you could have a healing/vulnerability trade-off.
  3. The Link: Please all Dont starve Players Join http://steamcommunity.com/groups/dontstarvelovers I need more admins they say if The New Update is out The first 5Member who join are the New Admins!
  4. Just a thought, Brighter coloured (turquoise/light blue) water flowing in rivers could indicate fresh water, you could also add muddy water in ponds that effects health the same way monster meat does, maybe have a separate bar for liquids that runs out faster than hunger and extend the time it takes to starve through hunger.