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Arkathorn

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  1. *realizes several years later that I misread this* Your module is completely fine, my API just provides a central place for the functionality to be sourced from, and also includes loads of other useful functionality.
  2. The issue is likely within the compiled animation. The specifics for how the Spriter project for a swap animation needs to be set up are very precise, and unclear. From what I can tell, the requirements are this (some may simply be a matter of standardization): Spriter project must be named "swap_itemname" Animation bank name must be "swap_itemname" Animation name must be "BUILD" Animation must override the pivot to set where the hand will grasp the object Image must be located in a subfolder within the spriter project, not next to the project file In the XML of the project file (open the file in a text editor), the line that begins <folder id="0" must be <folder id="0" name="swap_itemname"> ('name' must equal the name of the subfolder containing the image)
  3. It should be in the writing menu, when next to a Prestihatitator or better. The recipe uses Nightmare Fuel, Ground Gum Arabic, and Ground Birchnut, Pinecone, or Coconut.
  4. Version 1.3

    378 downloads

    Anyone remember Myst? How about Mystcraft, the Minecraft mod? The basic concept is this: You can write magic books, and then use them to travel to the worlds that these books describe. NOTE: This mod requires EndoxinAPI. Without it, it won't run! Progression: Whenever you cut down a tree, there's a one in five chance of it dropping Gum Arabic. A Mortar and Pestle can be used to grind Pinecones, Coconuts, Birchnuts, and Gum Arabic. Ink can be crafted magically from Nightmare Fuel and ground items. The Writing Desk can be used to craft books and book components, as well as edit Descriptive Books. By placing a Descriptive Book and a quill in the Writing Desk, you can select the name of the book, and its world type. Read a Descriptive Book with at least 75% of an Ink and Quill to finalize it. Reading a finalized Descriptive Book will transport you to the age (world) linked to the book. If you do not have a linking book back, you will be trapped in this new world. Read a Linking Book with at least 50% of an Ink and Quill to link it to your current world and position. Reading a Linking Book in any world other than the one it is linked to will transport you to the linked position and world. Destroying a Descriptive Book will break the links of all Linking Books leading to its age. If the Descriptive Book is inside its age, the age will become inaccessible once you leave.
  5. What do you mean? Would you care to clarify?
  6. DST forum is here. Also, should be this: inst.components.hunger:SetMax(amount) --Put this line in 'fn' for you character's prefab file.
  7. Does anyone know what causes this error, and how to fix it? WARNING! Could not find region 'FROMNUM' from atlas 'FROMNUM'. Is the region specified in the atlas? Looking for default texture '' from atlas 'FROMNUM'. I've seen it around in past forum posts, but no one seems to have figured out what it is. In this case, the rest of the error is this: ../mods/modname/images/names_charactername.xml LUA ERROR stack traceback: scripts/widgets/image.lua(34,1) in function 'SetTexture' scripts/screens/lobbyscreen.lua(668,1) in function 'SetPortraitImage' scripts/screens/lobbyscreen.lua(187,1) in function 'onChanged' scripts/widgets/dressuppanel.lua(413,1) in function 'onchangedfn' scripts/widgets/animspinner.lua(512,1) in function 'OnChanged' scripts/widgets/animspinner.lua(501,1) in function 'Changed' scripts/widgets/animspinner.lua(472,1) in function 'SetSelectedIndex' scripts/widgets/animspinner.lua(571,1) in function 'SetOptions' scripts/widgets/dressuppanel.lua(693,1) in function 'Reset' scripts/widgets/dressuppanel.lua(646,1) in function 'UpdateSpinners' ... scripts/widgets/widget.lua(116,1) in function 'OnControl' scripts/widgets/widget.lua(116,1) in function 'OnControl' scripts/widgets/widget.lua(116,1) in function 'OnControl' scripts/widgets/widget.lua(116,1) in function 'OnControl' scripts/widgets/widget.lua(116,1) in function 'OnControl' scripts/widgets/widget.lua(116,1) in function 'OnControl' scripts/screens/lobbyscreen.lua(465,1) in function 'OnControl' scripts/frontend.lua(329,1) in function 'OnControl' scripts/input.lua(158,1) in function 'OnControl' scripts/input.lua(358,1) The error then repeats a number of times. The error occurs when the added character's portrait is selected in the character selection screen. The assets have been freshly recompiled, without affecting the error whatsoever.
  8. It should function without RoG, but it requires Shipwrecked (The entire point is to provide a means of transport to/from the Shipwrecked world).
  9. They aren't in Early Access. This subforum is primarily for getting feedback about the DLC, and fixing bugs/crashes.
  10. Version 2.5

    5343 downloads

    Ever tire of your dreary old life on the Island? It sounds like you need a vacation! Just hop in this convenient, totally not sinister Shadow Portal! Adds a craftable Shadow Portal in the Magic tab, made from 4 Living Logs, 4 Nightmare Fuel, and a Purple Gem. Using the portal will transport you between the Tropics and the Island (But beware! The portal is one way, and you will need to construct another to return.). The portal is also usable in other realms, and will always lead to the Tropics if not already in them. After a complete rework, version 2.0 is now available! The portal is now fully functional, and can even transport you across DLCs! Any items that cannot make the journey will be ejected before transport (see below). Using the portal in the Tropics will send you to the world you used to get there (caves, Adventure Mode, etc). Portals from Adventure Mode are disabled by default, so you can't bring things in from the Tropics, but this can be changed in the mod configuration. The portal only accepts items found in the base game (specifically those specified in 'prefablist.lua'), so items that are in both DLCs but are not in the base game cannot be transported (potential fix in future). There is a function for modders to whitelist items, look in 'itemfilter.lua'. DISCLAIMER: Credit to Klei Entertainment for all visual and auditory assets in this mod.
  11. Once you download the DLC, your menu should start in blue, with the Shipwrecked main menu, and there should be a checkbox labeled "SW" next to the one labeled "RofG". It worked for me. Are you sure that the DLC is enabled in Steam?
  12. The person asking the question in that topic was asking about DST, but didn't realize that there was a difference. Mobbstar already released the backup file, but it is not readable. I suggest you read the tutorials available on these forums, experiment, and ask questions when you need to. There is no official or comprehensive API documentation, so you will just have to figure it out.
  13. That's really all it is. It directly recreates the mentioned content (Meteors, Moon Rock, and Moon Rock Walls) from DST. Meteor Showers will occur at random intervals in rocky areas (Requires the world to be generated after the mod is enabled). Meteor shower frequency can be adjusted in the config. As in DST, there is a chance to receive Moon Rock from Meteors, which can be made into walls.
  14. Yeah, sorry about that. This too was derived from Lawrence's code. In fact, it is used exactly the same way, but with additional support for custom hint text.
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