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Found 6 results

  1. Hi, My mod requires to have custom ingame config, because settings can only be generated ingame. I know how to do custom config, but I know nothing about screens. Is there any tutorial or mod example with custom ingame config screens? To be precise, I need this to save custom locations of custom widgets in numbers that reflect the resolution position, I mean numbers from GetWorldPosition(). Because my mod allows to change size of custom widgets and will have option to relocate them, to fit them on screen. So I think the best way would be to save changes in custom ingame screen. Nonetheless I can do it via keys or learn how to do it in my own screen. I'm just figuring out what would be the best way to do it, I mean what would be the most comfortable way for players to do it. Do you have any ideas about this? So far, I enable relocate mode by key that open template widget which is copy of original, but with different color, and I do change of position by dragging it. I would like to be able to open relocate mode from custom ingame config and to be able to save position in that screen.
  2. Hello, so I am trying to make a meter widget akin to Woodie's Wereness meter, except it only raises when my character eats any kind of meat. After it fills, he "transforms" into a feral state with modified stats and such and the meter slowly drains when he's not eating meat at a gradual rate, similar to Wigfrid's inspiration meter. The actual problem I'm having currently is getting the meter to even show up in-game. I am using graphics and code from the wetness meter as a placeholder until I get the code working, but even after setting up the files in the (seemingly) correct folders the meter just doesn't appear in-game. My widgets folder is under scripts/widgets/inhumanitymeter.lua, while the placeholder graphics were put under Garamonde/exported/inhumanity_meter. Here are also my .LUA files for the component and widget, if that helps. If anything else is needed, please let me know! inhumanitymeter.lua inhumanity.lua
  3. i create containers widgets all work fine but when i try eat food inside game crash [00:01:06]: [string "scripts/components/container_replica.lua"]:209: attempt to index field 'inventoryitem' (a nil value) writing crash with container replica but i use in script local function OnEntityReplicated(inst) if inst.replica.container ~= nil then inst.replica.container:WidgetSetup(inst.prefab) end end
  4. Feature: I was able to figure out a command that allows the player to say how many days are left for a WX's overcharge to run out. Proof of concept If it's just yourself, you can use this command to let an overcharged WX say how many days are left. ThePlayer.components.talker:Say(tostring(ThePlayer.charge_time/480 .. " days until overcharge runs out")) If it's another player, you can use these two commands to make that specific player say how many days are left for their overcharge. The first command is to get the player list, the second is to make them talk. --This command outputs the numbers associated with players in the in-game chat, since for me, c_listallplayers() does not produce an output if caves are enabled. for i, v in ipairs(AllPlayers) do TheNet:SystemMessage(tostring(i) .. ": " .. v.name, false) end --The overcharge information that the selected player will say, where # is replaced by that character's number. AllPlayers[#].components.talker:Say(tostring(AllPlayers[#].charge_time/480 .. " days until overcharge runs out")) Problem: The issue is that you need to be admin to run these commands, which is inconvenient and not always possible. What I would have liked to have done is to turn this concept into a client-side mod so that this information is displayed on a widget/badge instead it being limited to an admin command. However, when I looked at some other UI mods (nightmare phase indicator, Combined status mod, woodie's beaver timer), I could not wrap my head on how to implement this as I have only extremely basic coding skills. Hence why I'm making this mod request. Thanks! Inspiration for this came from *CarlZalph's post here about how long WX's overcharge lasts under its current recursive function as well as some Mosling shenanigans I was doing.
  5. Hi, I was wondering if it's possible to put a widget setup in its own file instead of putting it on modmain.lua? Here is the example I'm talking about: -------------------------------------------------------------------------- --[[ compost_box ]] -------------------------------------------------------------------------- _G = GLOBAL local params={} params.compost_box = { widget = { slotpos = {}, animbank = "ui_chest_3x3", animbuild = "ui_chest_3x3", pos = _G.Vector3(0, 200, 0), side_align_tip = 160, }, type = "chest", } for y = 2, 0, -1 do for x = 0, 2 do table.insert(params.compost_box.widget.slotpos, _G.Vector3(80 * x - 80 * 2 + 80, 80 * y - 80 * 2 + 80, 0)) end end function params.compost_box.itemtestfn(container, item, slot) return (item.components.edible and item.components.perishable) or item.prefab == "spoiled_food" or item.prefab == "rottenegg" or item.prefab == "guano" or item.prefab == "poop" or item:HasTag("fresh") or item:HasTag("stale") or item:HasTag("spoiled") end local containers = _G.require "containers" containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, params.compost_box.widget.slotpos ~= nil and #params.compost_box.widget.slotpos or 0) local old_widgetsetup = containers.widgetsetup function containers.widgetsetup(container, prefab, data) local pref = prefab or container.inst.prefab if pref == "compost_box" then local t = params[pref] if t ~= nil then for k, v in pairs(t) do container[k] = v end container:SetNumSlots(container.widget.slotpos ~= nil and #container.widget.slotpos or 0) end else return old_widgetsetup(container, prefab) end end -------------------------------------------------------------------------- --[[ crate_wooden ]] -------------------------------------------------------------------------- params.crate_wooden = { widget = { slotpos = {}, animbank = "ui_chest_5x12", animbuild = "ui_chest_5x12", pos = _G.Vector3(90, 220, 0), side_align_tip = 160, }, type = "chest", } for y = 4, 0, -1 do for x = 0, 11 do table.insert(params.crate_wooden.widget.slotpos, _G.Vector3(80 * x - 346 * 2 + 98, 80 * y - 100 * 2 + 42, 0)) end end function params.crate_wooden.itemtestfn(container, item, slot) if item.prefab == "chester_eyebone" then return false end return true end local containers = _G.require "containers" containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, params.crate_wooden.widget.slotpos ~= nil and #params.crate_wooden.widget.slotpos or 0) local old_widgetsetup = containers.widgetsetup function containers.widgetsetup(container, prefab, data) local pref = prefab or container.inst.prefab if pref == "crate_wooden" then local t = params[pref] if t ~= nil then for k, v in pairs(t) do container[k] = v end container:SetNumSlots(container.widget.slotpos ~= nil and #container.widget.slotpos or 0) end else return old_widgetsetup(container, prefab) end end Would it be possible to somehow put it in its own separate file, so that it doesn't take up space in the modmain.lua file? Maybe using modimport or something else? Also if you know of any way to shorten the code above so that it's more compact that would be appreciated. Thank you.
  6. Hello. I am trying to understand how to create a mod which does the following: Given the wonders I see/subscribe on Steam Workshop, it seems to be a simple job. The thing is that, although I have done the art, I'm not skilled enough at Lua, so I would like to request some support on this task, if possible. I don't even need the code to be written if by any chance I find some other mod to use as basis, or a widget tutorial, etc... But at the moment, the only mod I found that seems to be the closest of what I want to do is Too Many Items DST. Unfortunatelly, I could not understand how to extract only the basics of what I need. Thanks in advance.