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  • New Topics

  • 2791 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

  • Posts

    • I´ve been doing animal tracking day and night in Multiplayer with max foraging in build42.19. I´ve been animal tracking nearby the forests of MD and March Ridge but to no avail, didn´t find a single print. Is this a bug and if so, is there a solution?
    • Last I checked, the pillow has to be in your hand for the tooltip to mention it.   Also, I'm not convinced having a pillow actually does anything. The code I can find is this:   local bedType = ISWorldObjectContextMenu.getBedQuality(playerObj, bed) if bedType == "goodBed" or bedType:contains("goodBedPillow") then sleepFor = sleepFor -1; end if bedType == "badBed" or bedType:contains("badBedPillow") then sleepFor = sleepFor +1; end \media\lua\client\ISUI\ISWorldObjectContextMenu.lua, line 1070-1076.  
    • Version: 42.19.0 Mode: Singleplayer Mods: [None] Save: Created in 42.18.0 Reproduction steps: 1. Put a pillow on the bed or have one in your inventory 2. Hover over the Sleep option in the RMC menu. (Note: While the screenshot shows it when my character is unable to sleep, the "Good, with pillow" detail is also missing when sleep is available.)
    • I'm working on a mod for myself, it includes a knapping recipe that can be done from the ground - rather than needing a surface. I've added a new timedAction:   timedAction TFZ_KnappingGround { metabolics = HeavyDomestic, actionAnim = BuildLow, completionSound = SmashStoneFinish, sound = SmashStoneHit, soundTime = animation_event, muscleStrainFactor = 0.0133, muscleStrainSkill = Strength, muscleStrainParts = Hand_R;ForeArm_R;UpperArm_R, prop1 = Base.KnappingTool, prop2 = Base.FlintNodule, } This is a copy of the vanilla timedAction 'HammerStoneStanding', the only changes I've made are adding the prop1 & prop2 values, and the actionAnim value has been changed to use a more appropriate animation. My timedAction works, it shows the correct animation, but it does not play the knapping sound - instead it plays the sound as if building a wooden floor, which is the animation I'm using - so I assume that's where it is coming from.  (The completionSound plays correctly.) From what I can tell, the animation 'BuildLow' extends the animation 'Build', which has a 'PlaySound' value of 'Hammering' - and I think that's the sound I get. So, I think the game always uses the sound from the animation rather that the sound specified in the timedAction - which isn't really an issue unless someone tries to re-use an animation for something that requires a different sound. Animations are something I know nothing about, so maybe this is just how they work and I need a custom xml file for my animation?  If so I'll just put up with the wrong sound because its really not that important. Regards,   Hugo  
    • Happens also with *wooden* crates but not metal crates.
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