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Demonic programmer at your service.
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Mod "Don't Farm" does not work
Blueberrys replied to vihar1's topic in [Don't Starve] Mods and tools
Edit: It would be best to ask the author to update it, especially since they're still active. -
Alternative to adding content to strings.lua
Blueberrys replied to RickyBelanger's topic in [Don't Starve] Mods and tools
If I remember correctly, there's a global variable (Probably GLOBAL.Strings) which you can modify dynamically. You can use N-Tools to look through variables in-game. -
How important is non-intrusive coding?
Blueberrys replied to Arkathorn's topic in [Don't Starve] Mods and tools
Adding to that, it would also be easier to update your mod to match new official updates and dlc's. It's easier to update a few lines in your code than to mix and match entire files. Although, that depends on the assumption that those official updates will be (fairly) backward-compatible to begin with. -
@PiturcaClaudiu Android. Apple devices.
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True, which is why made a distinction there. The point was to portray that allowing others to contribute can be beneficial to everyone, not to discuss the specific licences or how public a work should be. That is not message I was attempting to convey, apologies if it seemed as such due to the wording.
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Fair point. It's just the first thing that came to mind for a game with many variations. Better examples would be projects that allow and encourage further contributions such as libgdx, box2d, git, etc. and even moddable games like Don't Starve. Edit: To clarify, this is about the fact that third parties are able to contribute in some way, not about the licences of the mentioned works.
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As mentioned above, this is part of a larger, on-going discussion. Consider the Infiniminer concept, it has been re-created multiple times, occasionally with great innovations. Entire genres of games obviously started out with just one game of that type. The reason copyright exists is to encourage authors to continue to create content that they started, but recently we've also started to consider the increased possibilities of innovations by letting others use ideas and work on them cooperatively and/or competitively. (Keep in mind that this does not include copying someones code/artwork and passing it off as your own without putting much effort yourself.)
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To modify brains (found here): You could probably recursively go through the brains you want to change and save references when you find the correct node type, then loop through your list to modify them all at once. Note: The postinit functions only run once, they'll be useful in retrieving references or executing code when the entity is created, but you'll need something else (clickable button, key press, etc) for toggling.
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-- inst is the player instance -- use GetPlayer() if you don't already have a reference to it inst:ListenForEvent("oneat", function(inst, data) -- data.food contains the food's instance -- Example on how to get stats local hunger = data.food.components.edible:GetHunger(inst) -- Check the the edible component for more functions end)
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