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Arkathorn

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  • Don't Starve Together
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  1. If I recall correctly, the original call of DoTaskInTime returns a task handler. You should be able to interrupt the task like so: local task = inst:DoTaskInTime(3, fn_dothing) task:Kill() (This info might be completely wrong, I'm not sure.)
  2. The game always tries to find the icon for an item in the default atlas ("images/inventoryitems.xml"). If you want a custom item to display properly, you need to specify the correct atlas in the Ingredient constructor. Ingredient("myitem", 3, "images/myitem.xml")
  3. It looks like there's a lot more activity on the DST forum, so you're more likely to get people to answer on there. DST Modding Forum: https://forums.kleientertainment.com/forum/79-dont-starve-together-mods-and-tools/
  4. The sanity aura is not sourced from the characters, it's sourced from the objects emitting the aura. Those objects have the 'sanityaura' component, with a specific value set for it. To add that aura to catcoons, you'll need to add that component using 'AddPrefabPostInit'. This will affect all characters, however. To make the effect specific to your character, more shenanigans will be required. Sorry I've not in to more detail, I'm too tired to investigate this fully. PS. This forum is technically meant only for mods for the singleplayer version, but whatever.
  5. This is your error: ...arve/data/../mods/beaker 2.1/scripts/prefabs/bea.lua:51: attempt to index field 'BEA' (a nil value) (The list of files and lines after it in the log - known as the stacktrace - are also useful, but not in this case) The offending line is as follows: STRINGS.CHARACTERS.BEA.DESCRIBE.EVERGREEN = "A template description of a tree." The error is caused because the table 'BEA' does not exist within 'STRINGS.CHARACTERS'. In modmain.lua, there is a table defined as 'STRINGS.CHARACTERS.bea' (case sensitive): GLOBAL.STRINGS.CHARACTERS.bea = {} I'd also like to point out that your prefab file ideally should not contain string definitions (for organizational purposes; you are of course free to do whatever works). Additionally, these are redundant, as they are already defined in modmain.lua.
  6. While your project files are useful, it'd also be good to have the error (though it can probably be recreated easily). The easiest way to ge tthis would be via the log file, located in 'Documents/Klei/DoNotStarve/log.txt'. Note that the log file is overwritten each time you launch the game, so you need to copy it after it crashes, before relaunching.
  7. I've done a couple of DST Content Ports: Meteors!: http://steamcommunity.com/sharedfiles/filedetails/?id=530402892 Magma!: http://steamcommunity.com/sharedfiles/filedetails/?id=539771667 And I also found this one, made by Afro1967: Mushlight and Glowcap From DST: http://steamcommunity.com/sharedfiles/filedetails/?id=1115644488
  8. Your object's prefab file likely has a line like this, correct? MakeObstaclePhysics(inst, .3) Simply reduce the number to decrease the collision radius around the object.
  9. *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.
  10. What specifically do you mean, "it broke"? I notice that you don't have the shipwrecked compatibility flag in your modinfo file, could that be the issue? shipwrecked_compatible = true
  11. Could someone with more experience with the worldgen code and the 'Map' class tell me the best way to perform tile operations en masse? I've found that trying to change eleven thousand tiles at once causes... minor lag and memory issues (what a surprise!). Perhaps modifying the tiledata before it's passed from the worldgen to the C-side Map, or some way of passing changes to said map in bulk? On a side note, does anyone know of a way to trigger recalculation of the coastline collision walls without reloading the save?
  12. 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)
  13. The reason that it's declared as local in prefab definitions is that it's being passed as a parameter. In 'modmain.lua', it's a global variable. The 'modmain.lua' files are run in a nonstandard environment (which is why 'GLOBAL' exists in them), and the declared table is hence equivalent to a field when considered by the mod loader.
  14. The asset is referenced by a string, but it doesn't load in the first place unless you tell it to. This is why prefabs have the 'Assets' table. For textures used in recipes, the asset should be declared in the 'Assets' table in 'modmain.lua': Assets = { Asset("ATLAS", "images/inventoryimages/dug_reed.xml"), Asset("IMAGE", "images/inventoryimages/dug_reed.tex"), }
  15. @CrustyJuicyNipples, it should be the one where the character is defined. The one where their stats are set? It also probably ends with 'return MakePlayerCharacter(etc...'.
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