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      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!


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About K1NGT1GER609

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  • Location Southwest USA
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  1. return Prefab("common/objects/musicprototyper1", fn, assets, prefabs), MakePlacer( "common/musicprototyper1_placer", "musicprototyper1", "musicprototyper1", "idle" ) Your missing the objects search path near the end, I got the code from my mod if you want to take a look for side by side comparison. I was a bit lazy when it came to making the hammer function. Also putting: inst.entity:SetPristine() may help in fn() just before TheWorld.ismastersim. Idk why that pristine function is needed but it does cause problems down the road without it. Here's one of my structure code feel free to do a comparison: require "prefabutil" require "modutil" local Assets = { Asset("ANIM", "anim/dust_house.zip"), } local function onbuilt(inst) inst.AnimState:PlayAnimation("idle") end local function onhammered(inst, worker) inst:Remove() end local function onfinished(inst) if not inst:HasTag("burnt") then --inst.AnimState:PlayAnimation("destroy") --inst:ListenForEvent("animover", function(inst, data) inst:Remove() end) inst.persists = false --inst:DoTaskInTime(16*FRAMES, function() inst.SoundEmitter:PlaySound ("dontstarve/common/tent_dis_twirl") end) end end local function wakeuptest(inst, phase) if phase ~= inst.sleep_phase then inst.components.sleepingbag:DoWakeUp() end end local function onwake(inst, sleeper, nostatechange) if inst.sleeptask ~= nil then inst.sleeptask:Cancel() inst.sleeptask = nil end inst:StopWatchingWorldState("phase", wakeuptest) if not nostatechange then if sleeper.sg:HasStateTag("tent") then sleeper.sg.statemem.iswaking = true end sleeper.sg:GoToState("wakeup") end if inst.sleep_anim ~= nil then inst.AnimState:PushAnimation("idle", true) end inst.components.finiteuses:Use() end local function onsleeptick(inst, sleeper) local isstarving = sleeper.components.beaverness ~= nil and sleeper.components.beaverness:IsStarving() if sleeper.components.hunger ~= nil then sleeper.components.hunger:DoDelta(inst.hunger_tick, true, true) isstarving = sleeper.components.hunger:IsStarving() end if sleeper.components.sanity ~= nil and sleeper.components.sanity:GetPercentWithPenalty() < 1 then sleeper.components.sanity:DoDelta(TUNING.SLEEP_SANITY_PER_TICK, true) end if not isstarving and sleeper.components.health ~= nil then sleeper.components.health:DoDelta(TUNING.SLEEP_HEALTH_PER_TICK * 2, true, inst.prefab, true) end if sleeper.components.temperature ~= nil then if inst.is_cooling then if sleeper.components.temperature:GetCurrent() > TUNING.SLEEP_TARGET_TEMP_TENT then sleeper.components.temperature:SetTemperature(sleeper.components.temperature:GetCurrent() - TUNING.SLEEP_TEMP_PER_TICK) end elseif sleeper.components.temperature:GetCurrent() < TUNING.SLEEP_TARGET_TEMP_TENT then sleeper.components.temperature:SetTemperature(sleeper.components.temperature:GetCurrent() + TUNING.SLEEP_TEMP_PER_TICK) end end if isstarving then inst.components.sleepingbag:DoWakeUp() end end local function onsleep(inst, sleeper) inst:WatchWorldState("phase", wakeuptest) inst.AnimState:PlayAnimation("idle", true) if inst.sleeptask ~= nil then inst.sleeptask:Cancel() end inst.sleeptask = inst:DoPeriodicTask(TUNING.SLEEP_TICK_PERIOD, onsleeptick, nil, sleeper) end local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:AddLight() MakeObstaclePhysics(inst, 2) inst.AnimState:SetBank("dust_house") inst.AnimState:SetBuild("dust_house") inst.AnimState:PlayAnimation("idle") inst.Transform:SetScale(1.5, 1.75, 1.5) --inst.Transform:SetScale(imagewidth, z, lawn) inst.entity:SetPristine() inst:AddTag("tent") inst:AddTag("structure") inst:AddTag("nosleepanim") inst.Light:SetRadius(5) inst.Light:SetFalloff(1) inst.Light:SetIntensity(.5) inst.Light:SetColour(128/255, 255/255, 255/255) inst.Light:Enable(true) if not TheWorld.ismastersim then return inst end inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(80) inst.components.finiteuses:SetUses(80) inst.components.finiteuses:SetOnFinished(onfinished) inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(100) inst.components.workable:SetOnFinishCallback(onhammered) inst:AddComponent("inspectable") inst:AddComponent("sleepingbag") inst.components.sleepingbag.onsleep = onsleep inst.components.sleepingbag.onwake = onwake inst.components.sleepingbag.dryingrate = math.max(0, -TUNING.SLEEP_WETNESS_PER_TICK / TUNING.SLEEP_TICK_PERIOD) inst:ListenForEvent("onbuilt", onbuilt) inst.sleep_phase = "night" inst.sleep_anim = "sleep_loop" inst.hunger_tick = TUNING.SLEEP_HUNGER_PER_TICK MakeLargePropagator(inst) return inst end STRINGS.RECIPE_DESC.DUST_HOUSE = "Own a home like\nyou were suppose to." return Prefab( "common/objects/dust_house", fn, Assets), MakePlacer( "common/dust_house_placer", "dust_house", "dust_house", "idle" ) P.S I have another structure in my dust mod named dust_resurrection if you need another example.
  2. Depends on how complicated the mod is. I need some more information to see if its possible.
  3. I wouldn't know of anything about sanity drain when it dies or when its far away, but like lumina said you'll need to create a stategraph, brain, its own lua file and for the spriter project its complicated. If you plan on using a character template for the follower you'll limit yourself to a character stategraph, meaning that follower will only do character animations only and won't be able to do other stategraph animations like the pigman happy emote or the dragonfly ground smash if that clears things up. For the brains theres some more freedom if you can program it right, you can use different brain functions like the shadow puppets, pigmen, bunnymen, and some other ones. I would go into more detail but I don't know what exactly you want to do, and it'll be quite a headache if you want to continue making a follower.
  4. I've been trying to modify a custom introduction for my mod that changes wally's intro speech but when its finished wally still stays there. The code is very similar to the custom maxwell speech I used in my previous mod so I'm not sure what I'm missing to make wally leave. I also got the code from the actual lua file itself and it looks really similar to the maxwell intro. Can someone help me find what I'm missing and hopefully I don't need to include the wallyintro.lua into the prefabs as it'll ruin compatibility with reign of giants. Also I did try reloading it, that doesn't make him leave. Code that goes into the modmain: local function ModWallyIntro(inst) if GLOBAL.GetPlayer().prefab == "duty" or GLOBAL.GetPlayer().prefab == "dutyseva" or GLOBAL.GetPlayer().prefab == "dutyskat" or GLOBAL.GetPlayer().prefab == "freedom" or GLOBAL.GetPlayer().prefab == "freedomseva" or GLOBAL.GetPlayer().prefab == "clearsky" or GLOBAL.GetPlayer().prefab == "loner" or GLOBAL.GetPlayer().prefab == "lonerseva" or GLOBAL.GetPlayer().prefab == "militaryskat" or GLOBAL.GetPlayer().prefab == "bandit" or GLOBAL.GetPlayer().prefab == "monolith" or GLOBAL.GetPlayer().prefab == "monolithseva" then ---pretty much check if its one the modded character inst.components.maxwelltalker.speeches.SHIPWRECKED_1 = { voice = "dontstarve_DLC002/creatures/parrot/chirp", idleanim= "idle", dialoganim="speak", disappearanim = TakeOff, disableplayer = true, skippable = true, { string = nil, wait = 1, anim = "idle", pushanim = true, sound = nil, }, { string = "Opa!", wait = 1, anim = nil, sound = nil, }, { string = nil, wait = 3, anim = "idle_peck", pushanim = true, sectionfn = function(inst) inst:ListenForEvent("animover", PlayPecks) end, }, { string = "Good hunting stalker.", wait = 2, anim = nil, sound = nil, }, } end end AddPrefabPostInit("wallyintro", ModWallyIntro)
  5. Most of my friends pretty much lost interest in the game so I play alone. I've tried close to 150+ hours in public servers just to meet trolls that ruin the experience pretty much every time. So I gave up on public and decided to learn how to program AI in one of my mods and now they are my friends. Sounds like a bad case of loneliness but hey they don't burn down my base and help out with group bosses pretty effectively.
  6. Currently it works only in don't starve together.
  7. Version 2.6


    Warning this mod uses language (bad words) in their dialogues, if you do not approve of this don't download and the saying goes "Get out of here stalker!". This mod will be only quick patched as of mid august 2016 along with my other work, what does that mean? It means that ill most likely cut out content that is causing the crash so items will be missing vs me completely fixing it and keeping it in the mod. Why? Cause college is going to consume me each semester. If not " I said come in don't stand there!". This mod was mainly made for dst since some the mechanics was made for dst by putting some challenge into cooperation. This mod contains twelve playable stalkers that come from different factions: Loners, Duty, Freedom, clearsky, bandits, military and Monolith.Most of which contain a suit that is repairable by gold nuggets. Read on about each factions advantages and disadvantages and decide which faction you feel comfortable to play as. Loner: Zone experience: -90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them Duty: Military Trained: -75% negative sanity drain -75% night sanity drain Anti-freedom: -Your rival Freedom drains your sanity at a good rate being next to each other due to different ideology and your war with them. Anti-Mutant: -Your code is to protect the world from the mutants that threaten the outside world, making you uneasy in cooperating with pigmen, bunnymen, and the pig king as they drain your sanity (even if you befriend them!) Freedom: Zone Trained: -80% negative sanity drain Light Exoskeleton: -10% faster movement than all the other factions -10% faster hunger rate Anarchist: -You fight for free access to the zone and conflict with the military and duty because of this. You lose sanity being next to military and duty. Monolith: Decayed mind: -0% negative sanity drain -100 max sanity making nights your main concern -Ignore food spoilage and monster meat penalty Spider Allies: -Your mind is partially connected to the Noosphere thus being able to connect with spiders to fight with you -You are also neutral to merms unless you provoke them Bad reputation: -Due to your stories told by stalkers about being hostile to all factions and your ruthlessness, all nearby players will lose a lot of sanity being near you. This makes cooperation difficult without driving them mad. -Your tagged as a monster, making catcoons, pigmen, and bunnymen target you for your reputation. Military: Military Trained: -75% negative sanity drain -75% night sanity drain Corrupt: -You've attacked stalkers that tried to enter the zone, you're peers low morale gives you a bad reputation amongst stalker and thus most stalkers lose sanity being near you. On the bright side your previous dealing with duty has earned you neutrality towards them, after all most of their equipment comes from you. Clearsky: Zone experience: -90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them CS2: -Your unique suit was well designed and does the following: reduces building costs by 50%, 65% damage protection, medium rain protection and insulation that changes in the summers like the seva suits, 50% fire protection, and small sanity recovery. Bandits: Robber: -You rob everyone in the zone regardless of faction. You'll lose sanity to all factions besides your own. Bandit jacket: -Your jacket inherits 25% damage protection and a small amount of winter insulation. stalkerdst = don't starve together version stalkerds = don't starve version (reign of giants or shipwrecked required!) stalkerloneredition = don't starve together loner edition (freedomai caught a error that mysteriously reappeared) NOTE: Your suits can be destroyed and isn't replaceable thus keep your suits repaired at all times! Do you have no friends loner? Then download the stalker loner edition today you AI buddies will follow you indefinitely and help out with combat, get out of sticky situations and follow you down in to the caves. The weapons and ammo is now available to purchase in the shop tab while standing next to the alchemy machine just know guns aren't cheap, same goes for the ammo. Later update: DS port bug fixes, AI hide function hopefully fixed, and who knows? Refer to the discussion threads for more info about the mod. With all perks laid out will you cooperate with your rivals? Even though you'll be driving each other insane! Or will your ideologies and differences get the best of you? You can configure this mod at the beginning to disable any of the factions you don't want available in your game and keep the ones you do want. Will this mod be made for don't starve? Go check out the port it should work for the most part. The Meaning of S.T.A.L.K.E.R: Scavenger.Trespasser.Adventurer.Loner.Killer.Explorer.Robber DS Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=917543107&searchtext= Original character guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648098289899/ Weapons guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/365163686037504929/ AI guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/276237094316329266/ Character expansion 2 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/357284131786777612/ Artifacts guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/451851477876528386/ Character expansion 3 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648081951322/ There is no guide on don't starve port you'll have to figure it out, like the first time you played stalker till I get back. Special thanks to a modder who I'm not sure wants to be credited for the repairable armour, sw1tchbl4de once again for the artwork, Mindmaster for ai experimentation, youtuber ZoranAustralia(For Užičko Kolo video) for the bandit voice, and GSC game world for the character and their music that was used for their voices.
  8. Usually I find that on dst gold is constantly being depleted by wigfrid's helmets or other mods that eat up gold constantly so its balanced there. As for regular don't starve I can see it being op there but I remember being constantly annoyed with the blow dart recipes so I've got a mixed feeling about it.
  9. The gold crossbow

    Version 1.3


    The gold crossbow is a range weapon add-on for don't starve and don't starve together, this medieval weapon shoots golden arrows at your foes and if they die the arrow is retrievable. This mod has been abandoned due to other modding interests and other reasons. How to craft it: The crossbow: It requires 4 gold nuggets, 2 silk, and one boards. It can be crafted in the alchemy engine under the war tab. It'll last 100 shots before breaking and will not do damage without the arrows. The gold arrows: The only ammunition the crossbow will accept, it can be crafted from 1 gold nugget, 1 twigs, and 1 jet black feather. The arrow is moderately expensive at the beginning but will be plentiful in the long run, the arrow does 100 damage, stacks up to 40 and 3 arrows are crafted per recipe. This mod is a group project that was created by me, dragon wolf leo and an artist who changes his username constantly. This mod is also posted in case if I lose the original file. crossbow.zip is the dst version. crossbowds.zip is the regular ds version.
  10. Yeah eating it was mod related, don't know how it happened cause I have the same mod on regular ds and didn't do the eating honey poltrice. While i'm at it did you notice that during the summer plants like grass and saplings stay plucked (the flintomatic is protecting them) unless you baby sit them. There's also my farms have crops dying continuously even when I plant new crops just die automatically. Just wondering.
  11. I don't remember eating honey poultice to heal. Next is that flowers don't turn evil when a full moon is out. Other than that I haven't been finding any more glitches, still wishing the flintomatic had a on and off switch.