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Everything posted by K1NGT1GER609

  1. 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).
  2. 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.
  3. Depends on how complicated the mod is. I need some more information to see if its possible.
  4. 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.
  5. 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)
  6. 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.
  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. Currently it works only in don't starve together.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. "The Cafe" im not going to be on rs after feb 8th since of college.
  14. There ya go single player version available, as for fidget I cannot do I'm sorry. College is now going to drown me in equations, theories, laws, etc. and I won't be able to pay attention to this mod as much.
  15. Right now im trying to fix the ahrah problem and its just.... Blowing my mind. I can't fix it and right now im in shock because it acts really random, if I didn't know any better it feels like my arm has been cut off. Yeah thats how shocked I am.
  16. Its only Don't starve together compatible.
  17. Dust

    Version 3.15


    WARNING: This mod has a flashing cloak, if you have had a history of seizures DO NOT download this mod. You have been warned. This character is based on the indie game: "Dust: An Elysian Tail". This mod was done in my spare time so give me the errors (via screenshot) and ill see what I can do. Meet Dust the hero from falana after the events of his story (little spoilers), he wants to go back home to falana. As dust you must survive the don't starve universe if you ever wants to return home. Most of Dust's quotes will have some reference to his experiences at falana and discover that food isn't preserved. During the beginning of the game he's incredibly vulnerable and won't last long in fights, so avoid conflict until proper armor is available. Dust comes with custom sound from Abadis forest and Sorrowing Meadows sound track from the game itself. Stats: Health: 100 Hunger: 100 Sanity: 100 Perks: Fearless: Dust has never feared any foe big or small, and the same applies here. No sanity loss being next to most enemies. Dust is comfortable with the darkness, sanity drain at 75% Assassin: Dust's secret makes him an assassin class that rely's on hit and run. 33% extra damage on most weapons. Most Assassins were never meant to tank damage and rely on speed and the element of surprise. Explains the low health. Robes of the mithrarin: Dust's robes keep him from freezing in the winter. Unfortunately his robes are flammable, 50% extra damage from fire. Items: Dust's Satget- Provides a small sanity recovery rate and covers most of dust's face just like ingame. The Blade of Ahrah- The legendary Blade has joined Dust in his journey, Ahrah was created by the moonbloods to be unbreakable but without augments falls behind the dark sword's damage. Crafting: The Blade of Ahrah augmented- Upgrade ahrah to match the power of the dark sword. By adding a large amount of gold to ahrah dust's speed is decreased by 10%. The robes of the mithrarin- Craft Dust's final tier armor that goes underneath his clothes just like in game. It provides a large amount of insulation that makes it a poor choice to use in the summer. The ring of sight- provides an unlimited fuel source like a lantern. The teleportation stone- similar to the teleport staff this stone doesn't cause lightning that leaves a burn on your world, not cause rain, doesn't drain sanity, and teleports directly to save points. The pendant of wisdom- A fragile defensive necklace that heals the wearer 2 health per 120 seconds, this pendant can also be combined with the robes to double its durability and raise its protection, making dust tankable. The battlemaster's pendant- A useful necklace that increases dust's damage output to 2x the damage instead of 1.33x and can be combined with the robes. Flameless/Cirelian light: Acts as a portable lantern giving light when dropped, makes nights more pleasant than staring at a campfire. Theres no difference between the two besides your preference of looks and materials to make them. Save point: Directs teleportation stones to it and resurrects dust when haunted/activated. Dust's house: cut content no further information needed. Magma mantle: Designed to withstand high temperatures and be fire resistant, this armor will reduce dust's flammability to 50% and keeps you cool in the summers. Blue mushroom: Heals poison in shipwrecked, works as a non perishable food item for other game types. Dustdst.rar is DST version Dustds.rar is DS/DSROG version Also checkout Mindmaster's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=424715104&searchtext= All rights reserved to Dean Dodrill on this character, rights reserved to HyperDuck SoundWorks for dust's speech, credit to Deo Dragon Wolf leo for the template, credit to sw1tchbl4de for the artwork and credit to cheerio for the hat template. Sw1tchbl4de's DA: sw1tchbl4de.deviantart.com/