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      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!


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About K1NGT1GER609

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  1. Code that goes into the modmain: local function ModMaxwellIntro(inst) if GLOBAL.GetPlayer().prefab == "yourcharactersprefab" then ---maxwell introduction and only does it for a certain character inst.components.maxwelltalker.speeches.SANDBOX_1 = { delay = 0, appearsound = "dontstarve/maxwell/disappear", voice = "dontstarve/maxwell/talk_LP", appearanim = "appear", idleanim= "idle", dialogpreanim = "dialog_pre", dialoganim="dial_loop", dialogpostanim = "dialog_pst", disappearanim = "disappear", disableplayer = true, skippable = true, { string = "hello Ikaros I see you have fallen into my world \nyou want to please master don't you.", wait = 5, anim = nil, sound = nil, }, { string = "this is my world my domain if you wish for me to tell master \nyou must first prove to me you are able to survive this world.", wait = 5, anim = nil, sound = nil, }, { string = "don't go messing around Ikaros I am watching you", wait = 3, anim = nil, sound = nil, }, { string = "laughs never mind I will let master know he will be pleased.", wait = 3, anim = nil, sound = nil, }, } end end local function ModMaxwellEndGame(inst) if GLOBAL.GetPlayer().prefab == " yourcharactersprefab " then inst.components.maxwelltalker.speeches.INTRO = ------------always plays when the player approaches { voice = "dontstarve/maxwell/talk_LP_world6", --appearanim = "appear", idleanim= "idle_loop", dialogpreanim = "dialog_pre", dialoganim="dialog_loop", dialogpostanim = "dialog_pst", --disappearanim = "disappear", disableplayer = false, skippable = false, { string = "Ikaros wow I didn't think you would get this far, that's amazing master is really impressed\nnow please help me get out of this cursed place. I've been here for eternity", wait = 3, waitbetweenlines = 0, anim = nil, sound = nil, }, } -- inst.components.maxwelltalker.speeches.CONVERSATION = ----cant get it to work -- { -- voice = "dontstarve/maxwell/talk_LP_world6", -- idleanim= "idle_loop", -- dialogpreanim = "dialog_pre", -- dialoganim="dialog_loop", -- dialogpostanim = "dialog_pst", -- disableplayer = false, -- skippable = false, -- { -- string = "Doesn't work atm.", -- wait = 3, -- waitbetweenlines = 0, -- anim = nil, -- sound = nil, -- }, -- { -- string = "more stuff to say.", -- wait = 2, -- waitbetweenlines = 0, -- anim = nil, -- sound = nil, -- }, -- { -- string = "yada yada yada.", -- wait = 3, -- waitbetweenlines = 0, -- anim = nil, -- sound = nil, -- }, -- { -- string = "nothing that'll be seen.", -- wait = 2, -- waitbetweenlines = 0, -- anim = nil, -- sound = nil, -- }, -- } end end AddPrefabPostInit("maxwellintro", ModMaxwellIntro) ---declares the intro AddPrefabPostInit("maxwellendgame", ModMaxwellEndGame) ---declares end Well its a start, I haven't been able to figure out how to get a character to say something during the throne scene. The conversation speech that I quoted out doesn't work or I can't get it to work if you think you can enable it u can use it. Other than that use the intro in the endgame code as it works.
  2. Not really most modders don't really mind or care if you copy and paste common functions or abilities like custom sanity drain. Its when you copy and paste names, items, characters and pretty much what their main focus of their mod, thats when you have problems. Along with your mod being incompatible due to the same name like the wand tutorial mod here, I had problems since another mod used the same prefab name and the game got confused which one to use and got rid of my weapon. But I learned and continued to make my unique character and that problem didn't pop up again. As long as your making the mod not that similar to the one your copying you'll be fine. Lastly a side note the majority of modders aren't getting paid to make these mods which is my reason I don't mind if someone copy's code from my mod(and a few of them did but I don't mind).
  3. 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.
  4. Depends on how complicated the mod is. I need some more information to see if its possible.
  5. 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.
  6. 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)
  7. 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.
  8. Currently it works only in don't starve together.
  9. Version 2.7


    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!". 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 sixteen playable stalkers that come from different factions: Loners, Duty, Freedom, clearsky, bandits, military, mercenary, ecologist 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. Ecologist: Scientist: -You're a thinker not a fighter, -20% damage and larger sanity pool. -No radiation damage, you've had your fair share of artifact handling and research to find out how to by pass the radiation. Ssp suit: -Just like a seva suit but with nightvision and 50% building cost reduction Good reputation: -You're neutral to most stalkers making it easy to cooperate with them. -You can recruit most neutral stalkers besides clearsky companions. -Monolith and bandit faction are your only enemies Mercenaries: Military training: -75% negative and night sanity drain, your exmilitary after all. Unpredictable: -Military and duty consider you a threat to their operations and drain your sanity being next to you stalkerdst = don't starve together version stalkerds = don't starve version (reign of giants or shipwrecked required!) stalkerloneredition = don't starve together loner edition (repaired) 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: 2 character expansions possibly. Unknown when. 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= Exoskeleton 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/ SEVA and SSP 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/ 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.
  10. 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.
  11. 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.