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    • JanH

      Rhymes with Play 136 - Oxygen Not Included   04/27/2017

      Join the Klei team this Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC), where we will be talking about and playing Oxygen Not Included, only on the Rhymes with Play Dev Cast on Twitch. 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, April 27th at 3:30 PM PDT (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:

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Found 4 results

  1. My QuestMod is ready for first BETA release! You can download them here: http://forums.kleientertainment.com/files/file/1702-dst-questsapi-beta/ http://forums.kleientertainment.com/files/file/1703-dst-questsserp-beta/ http://forums.kleientertainment.com/files/file/1704-dst-questshunt-beta/ work in progress Github: https://github.com/Serpens66/QuestMod-Dont-Starve-Together For descriptions see download links or this spoiler: But now I need YOUR help: 1) Test every setting and constellation to find bugs and report them with logfile. 2) Let me know your ideas how to better balance task/reward. Maybe write a formula for reward. Quest difficutly ranges from 1 to 5 and the reward should be accordingly. Make it a small reward which can be multiplied by 1, 2 or 3 depending on modsetting "how high should be rewards?". 3) Are the colours for talking okay and readable? dark green, green, orange, red, dark red. 4) Take a look in mymodstrings.lua of the mods and think about better fitting sentences the pigking can say to describe the quest. All strings in sum must give enough information to the player to know exactly what to do. 5) You can also create a file with your custom translation of those sentences (maybe wait until we have good sentences in english). 6) If you are a modder and know a good way how to also add cave (forest-cave communication), you can help me make the mods also work in cave. (For now the mod is only active in surface, of course also if cave is enabled. But if you have "hunt spiders" quest, spiders killed in cave won't count). 7) What other ideas of small quests do you have? 8) If you want to add your custom quests or rewards or shopitems ask your questions about the API mod if something is unclear and report if you need sth or some help with. I'm not sure if adding mod items to the shop is already working. Could have problems with picture? Test it and report please. 9) What other suggestions? If you are going to work on any of those points, better notify me in this thread first. That way me and other will know, that someone is already working on it and we won't get 10 reward formulas New quests that are already on my TODO:
  2. Version 0.8.1


    Thread: http://forums.kleientertainment.com/topic/77146-release-quest-mod The API Mod: Every QuestMod needs the API mod to work. I developed the API mod, to allow every modder to create custom quests/rewards/shopitems (so I don't have all the work creating quests :D). The best way to start if you want to create content, is to look at my questsmods and how I did it. There is also explanation in the modmains. Basic mechanics: Go near to the pigking and he will tell you what task he has for you. Go up and down to hear more about the quest. There are 5 difficulties (1 to 5, esay to hard). The text of diff 1 quest is dark green. 2 is green. 3 is organge. 4 is red and 5 is dark red. Do what the pigking wants and visit him again to get your reward. Skipping: If you don't want to do the quest or it is impossible, you can do the emotion "annoyed" three times near the pigking. This will skipp the quest. Next Quest (default 1 day): In modsettings you can choose, how much time should pass, before the pigking is offering you another quest after solving/skipping previous quest (half time when skipping quest). Loop Quests (default enabled): The questlist of pigking contains a finite number of quests. After every quest was active, the pigking will offer no more quests. But if you enabled the modsetting "LoopQuests", the questlist is again filled with all quests and you can do them again for reward. Number of Quests: For some quests, like "Emote" and "Hunt", you can choose in modsettings of questmod how often you want those quests be added to the questlist. All other quests are only added once. So choose the number of emote/hunt quests according to how often you want to get those quests relative to other specific quests. Shop Mode (default enabled): In the modsettings you can choose if you want to enable "Shopmode". If enabled, you will get coins as reward for doing quests. The shopkeeper always spawns near the portal and you can buy some basic items from him. In modsettings you can enable chance to find coins when looting something. If you disable Shopmode, you will get random items instead directly from the pigking as reward. Blueprint Mode (default disabled): You can enable it in modsettings. This is a mode where you can't build any researchlab. Instead you have to find blueprints to be able to craft stuff. You will get blueprints and few coins as quest reward, but can also enable in modsettings a chance to find blueprints when slowpicking/working. Every found blueprint is also added to the shopkeeper, so every player can buy any found blueprint for 1 coin at the shopkeeper. I think this mode as potential, but at the moment I don't think it will be very famous. Maybe you have ideas to improve this mode? Adding/Removing Quest/Questmods after game start: It is no problem to add/disable a questmod to an already running game. The questlist of the pigking is updated accordingly. Only surface: For now only surface is supported. Quest completed in caves do not count, since communication between caves and surface is not eays. Work in Progress GitHub: https://github.com/Serpens66/QuestMod-Dont-Starve-Together Questmods that require API mod: http://forums.kleientertainment.com/files/file/1703-dst-questsserp-beta/ http://forums.kleientertainment.com/files/file/1704-dst-questshunt-beta/
  3. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  4. Version 1.1


    This is a component for managing special mod music. Try to use it if you can. If you need a practical example, check out Soulful Alchemy. Don't mind the DirectorNode stuff, I was just too lazy to remove it. If you have any questions or concerns, tell me please!