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      Rhymes with Play 149 - Oxygen Not Included (Update Preview Stream)   07/26/2017

      On this week's Rhymes with Play episode, our team will be playing and discussing content that we are currently developing for the upcoming Oxygen Not Included update. As always the live stream will be going live on Thursday (July 27) at 3:30 PM Pacific / 10:30 PM UTC only on the Rhymes with Play Dev Cast on Twitch. NOTE: As Oxygen Not Included is still in active development, content shown on Rhymes with Play streams may change before going live on Steam Early Access. Where is it?
      On our official Twitch Channel: https://www.twitch.tv/kleientertainment When is it?
      Twitch Stream Date: July 27, 2017 10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain) Here is a handy tool you can use to figure out what time that means for you. Check out the stream announce thread for discussions!


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Everything posted by K1NGT1GER609

  1. The difference in a nutshell is that don't starve code is outdated compared to don't starve together, so you'll have to manually input everything that webber's perks do. What makes it so that you can't do the same in don't starve together is just a guess: I don't think they expect people to mod a new webber since looking at the code I didn't think they finish making spiderwhisperer into a proper class(I don't want to explain classes if you don't mind). I mean at line 28 of the spider lua code it pretty much makes it so only webber can friend spiders and anyone else who isn't webber can't make friends with spiders regardless of having the tags. So from there option one is to put next to the code and include that file in your mod and such: or giver.prefab ~= "youcharacterprefab" The problem with this option is that it will most likely make your mod crash in shipwrecked. On my monolith character I programmed a item like a unbreakable spider hat to get around it and make it compatible with shipwrecked (check the monolithbadge file). If you decide to do this item I'd recommend downloading the sample mods-sampleprefabs: Note: Before I forget put these lines of codes in you character's main function: inst.components.locomotor.triggerscreep = false -----pretty much means don't get slowed down in the spider's web and disturb the nest local nest_recipe = Recipe("spidereggsack", {Ingredient("silk", 12), Ingredient("spidergland", 6), Ingredient("papyrus", 6)}, RECIPETABS.TOWN, TECH.NONE) nest_recipe.sortkey = 1 STRINGS.RECIPE_DESC.SPIDEREGGSACK = "Get a little help from your friends." ----this line of code means you can craft spider eggs inst.components.eater.monsterimmune = true ----eat monster meat with no penalty and in your prefabs(I don't remember if it's important but it doesn't hurt to put it): local prefabs = { "webber", } monolithbadge.lua
  2. Not sure what you're trying to do as common_postint and master_postint are dont starve together code and were in dont starve forums. If ur trying to put that code in a dont starve mod just put it in the local fn. Other than that if ur trying dont starve together modding ull have to modify the file. So thats where the difference between the functions come in: common is used for tags and minimap code, as for master is where the rest of the characters code goes. Master had the stats perks custom functions like ur code and more is stored in.
  3. For spider characters they usually have the lines of code in their character lua: inst:AddTag("spiderwhisperer") inst:AddTag("monster") The spiderwhisperer tag removes the sanity drain from spiders but requires the monster tag to be neutral to them. Theres also another problem with using the outdated dont starve code, the code only allows webber to friend spiders so if u want to friend spiders u either edit the spider lua and risk incompatability with shipedwrecked by adding ur characters prefab name with webber or figure out how to use the spider hat's ability with ur character.
  4. Well this is the wrong forum section to post your problem as this is the don't starve forum and not the don't starve together forum. Usually this glitch happens under few possiblities. First is a few lines of code that isn't there(goes in the main function): inst.entity:AddNetwork() ----makes sure that everyone on the server can get it inst.entity:SetPristine() The other is that the search paths on your mod for imagename and atlasname may be wrong, usually keeping the files the same name as the weapon is recommended. And last is that if your using the wand template that's here it causes some strange glitches that I really can't explain but in the end is just to keep trying to recreate it.
  5. Id be interested in that offer.
  6. Technically yes, I mean theres not much to get out of the summer vest besides a few lines of code (unless your going for durability on use) and the backpack is the only one that needs more work in terms placing the code to use. I don't think there's much need for additional code that isn't in those files.
  7. It is possible to make a breezy vest n backpack combination but in dst theres a problem with cave servers running along side. The breezy vest summer and winter only difference is insulation amount n looks. For the backpack it hasnt been done where they work along side cave servers. If you copy and paste the code that makes the widgets it works for noncave server games. Ive searched around large mods, forums, asked a few modders and such but theres no getting around the error in cave servers.
  8. Alright think I got it, the zip file has been placed tested it out and it may crash first time around for no real good reason(just reload the game). roxmod.zip
  9. There's no zip?
  10. White outline

    The pictures are ok, how to fix it on a spear anim file is difficult since its very limited on space so its easier to use a wand template from here. So there's the icespear zip just know to make multiple copies as the mod file is very...unpredictable and causes strange errors even though the code is right. icespear.zip
  11. There's a chance the .fsb file changes its name everytime you build. At this point the only way to help you is to see the file itself since there's no other suggestions left I think.
  12. Hmm strange I thought you already replace the mp3 files with .wav in fmod, well do that and rebuild the .fev and .fsb files. Other than that I'd say if it doesn't work then theres lots of possibilities of what is wrong.
  13. White outline

    Judging from the photo's you posted you modified a spear anim file and there may have been a chance the two spears overlapped somehow. I've posted some photo's below is that what you're trying to do?
  14. Probably the search path for the sound on the modmain lua isn't correct, I don't suppose you have a screenshot or picture of how you set it up in the fmod designer? Hmm strange the sound mod tutorial doesn't mention this code: GLOBAL.character's_voice = GetModConfigData("character's_voice") in the modmain.
  15. Well here's a link to how to do a character's voice (its a bit out dated but still works): As for mp3's the game recognizes .wav sound files but you can use audacity audio program (which is free) to convert .mp3 to .wav along with reducing the sound's strength.
  16. White outline

    Usually if you just copy and paste a photo theres a pretty good chance that photo has a white background even though it appears transparent when you see it. You'll need to pretty much take a close look and erase any white lines around the photo manually, making the white into transparent for some reason doesn't translate well with .tex files. There's also an unusual anomaly for a lack of better words that the game's daylight or lighting makes bright colors close to white if my erase white lines manually suggestion doesn't work. With that being said you're most likely have to turn the brightness to dark to counter the game's lighting.
  17. custom character intro speech (help)

    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.
  18. 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).
  19. 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.
  20. Mod Update Help

    Depends on how complicated the mod is. I need some more information to see if its possible.
  21. How to make a follower?

    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.
  22. 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)
  23. 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.
  24. 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.