Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
dragon scales, gold, and silk
12槽防火包。需要1龙鳞,6丝和2金工艺。
Also for some reason it had me in the wrong season too, turning off this mod fixed everything- back to the correct season even. Weird.
function AddDflyLoot(inst)
if inst.components.lootdropper then
inst.components.lootdropper:AddChanceLoot("scaledpack_blueprint", 1)
end
end
AddPrefabPostInit("dragonfly", AddDflyLoot)
[String"../mods/workshop-896187363/modmain.lua"]:19: attempt to index field 'lootdropper' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-896187363/modmain.lua(19,1)
=(tail call) ?
=[C] in function 'xpcall'
scripts/mods.lua(131,1) in function 'mod'
scripts/mainfunctions.lua(155,1)
You could do the compatibility in either mod, but it's easier in this one i think, as all it takes is:
inst.components.equippable.equipslot = EQUIPSLOTS.BACK or EQUIPSLOTS.BODY
since EQUIPSLOTS.BACK is nil when extra equip slots isn't enabled.
Does that mean it now works cooperatively with Extra Equip Slots to be used as a backpack, or will it still use the chest slot?
Actually that got me thinking, would the creator of Extra Equip Slots be the one who needs to tweak something for your Scaled Pack to be detected as a bag?
I was also wondering if perhaps at some point, the bag could be compatible with "Extra Equip Slots" (a mod that gives a separate bag equip slot instead of taking up the chest, as well as a necklace slot)? I would loooove that.
Thanks!
I absolutely see your point. How about adding the blueprint as an option then? Cause personally I kinda like the idea to at least have to kill the Dragonfly once to be able to craft the Backpack, so it kinda becomes a bit more lategame and doesn't render the normal backpack and/or the Piggyback useless as quickly xD. (You can get your hands on a few dark swords and some armor really quickly to smack down Dfly, and almost skip the normal backpack already if you want xD.)
I thought about a blueprint, but I'd quite like it to be on par with the chest, allowing you to just hit the dragonfly for scales, and run away, if that's all you want.
local containers = require("containers")
local oldwidgetsetup = containers.widgetsetup
containers.widgetsetup = function(container, prefab)
if not prefab and container.inst.prefab == "scaledpack" then
prefab = "piggyback"
end
oldwidgetsetup(container, prefab)
end
after the local assets it works on dedicated servers as well. (At least in my tests on my server.)
Btw. how about adding a "rare blueprint" like the one the scaled furnace needs/has which drops from the Dragonfly?
I suggest putting that in the description. :)