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I can't tell you exactly what to do, you'd have to read the code and see if you can find that out, but the general rule of thumb is if something is written a certain way, there is probably a reason why
I can't fix husk infections not working right now since that can cause crashes if a given mob doesn't actually have a husk form, but I can confirm the IsHuman conditional does work.
Anywhere above Non-Human Races should make the sprites load properly.
This is happening because the default human character gets loaded before the override does, which obviously breaks things. I'll add a section in known issues for it.
I've tried switching around the load order a few times but it doesn't seem to wanna work regardless of the way I swing it
"Yes, yes... yes! "
Flexible Appearance Menu
Non-Human Races Base
Ratmen
Lupine
Lizards
I have the LUA serverside and client installed using the new installation method and have C# scripting turned on.
Is there something else I'm missing? :o
Atleast it works tho
For races... I honestly am not sure what would happen. Ideally, you all have the mods downloaded and enabled, but if someone just joined a server without anything installed, it should work?
My biggest concern is if a client has a race loaded that the server doesn't have. It could crash, since the client would attempt to load a character that only exists on their side, but that depends on how Barotrauma handles loading packages.
TL;DR, only one way to find out, I guess?
If I were to host a public server
Does everyone have to have just this atleast enabled on their side or does it require both This and Flexible Appearance menu
And is it required that they have whatever playable race thats on the server enabled too?
NHR still works i- think? If i join a already in progress game its fine but
For a new game the option just isnt there anymore lol
@Michael plz fix uwu
I uploaded this trainwreck, god help me
After trying to retrofit a mudraptor into NHR I found some bugs with Barotrauma that you should know:
* Playable Characters must have atleast 1 <Head> in a <Heads> element
Give me like a day
Exception: Unable to cast object of type 'Barotrauma.HumanRagdollParams' to type 'Barotrauma.FishRagdollParams'. (System.InvalidCastException)
Target site: System.Object ChkCastAny(Void*, System.Object)
>*Looks inside Non-Human Races Base mod*
>"Doesn't support fish ragdolls"
>There goes my weekend
On a more serious note when do you intend to add support for fish ragdolls?
But there was a catch - I wanted my mod to change NPCs too. So I've done some awful c# coding and made a harmony injection.
As I'm not even close a C person, my code kinda sucks. Moreover, now it's just in proof-of-concept stage (hardcoded species names and other stuff).
So, my point is - would you be interested in such work to add in your mod here? It's not a big deal in code, really, I just don't know how to add there races list from your mod so it could be used in randomizer (cause my code is in C# and your is lua and as I said earlier - I really don't know c#. And lua. And harmony at all). :)
* You don't need C# enabled, no.
since singleplayer doesnt have the same appearance menu as the multiplayer
also, is C# for baro necessary?