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      Rhymes with Play 132 - A New Reign: Heart of the Ruins Beta Update   03/29/2017

      Join the Klei team as we discuss and play Heart of the Ruins, the latest BETA update for Don't Starve Together: A New Reign, this Thursday, March 30th at 3:30 PM PDT (10:30 PM UTC), only on the Rhymes with Play Dev Cast on Twitch. Where is it?
      On our official Twitch channel here:
      11:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, March 30th 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 87 results

  1. I've run into an issue on my dedicated server, I've recently made reserved slots for the server and made a whitelist.txt. The issue is that I don't know how to format it. I've added all the Klei IDs into their own line (no commas or anything else really). However it seems like only the last ID works. I can't find any sort of guide that fixes this issue so any help would be appreciated. Example of what I did: ID_1 ID_2 ID_3
  2. Hello everyone. I'm trying to upload my mod to workshop, and I failed. Log saying that: 14:59:19: Steam file exists. 14:59:19: Steam FileWrite ok. 14:59:19: Start FileShare [mod_publish_data_file.zip] ... 14:59:19: Progress: Uploading mod data file... 14:59:20: OnShareModFileResult 14:59:20: EResult 10, ffffffffffffffff 14:59:20: EndProgress FAILED: Failed sharing mod data file. 14:59:20: MainFrame::OnPublishComplete FAILED: Failed sharing mod data file. I've tried to change picture and version of mod, and it still not working. My mod is here: WinRAR ZIP archive.zip Image that I used: Full log is here: Thanks everyone for your replyes!
  3. Hey everyone! Does enyone knows how to make multiple tabs in one tab, like an ancient, or cartography tab? I've used this shoptab = AddRecipeTab(STRINGS.NAMES.SHOPTAB, 949, "images/hud/shoptab.xml", "shoptab.tex", nil, false) And tryed to set 949 to 10, but nothing changed. Any ideas how to make it? Thanks everyone for help!
  4. Hello everyone! I'm trying to make a mod, that'll change color of wormhole if there's a trap near it. For this I've tried to use "FindEntities", but it's crashing :/. My function is here: local function CheckOwner(inst) inst:DoPeriodicTask(10,function(inst) local x, y, z = inst.Transform:GetWorldPosition() local ents = inst:FindEntities(x, y, z, 5, {"trap"}) if ents ~= nil then inst.AnimState:SetMultColour(.2, .2, .2, 1) end end) end But it's crusing with: [00:03:16]: [string "../mods/foxy's mod 0.2/scripts/prefabs/worm..."]:82: attempt to compare table with number So... I realy need some help now. Thanks everyone for your replyes!
  5. Hello, I need help with this physics/knockback thing I'm trying to get to work, if anyone can help that'd be SO great !!!! So, here are the codes so far... Thanks for reading my problem! Have a wonderful day/night !!
  6. Hey everyone! I've created recently a hardcore server that is dedicated, and I'm really looking for some more don't starve together players who have some, mode rate to high levels of experience in don't starve in general. That could mean, ROG, Don't Starve Together etc. Either way, this world I've created is NOT easy, and it'd be preferable to have some others to join in and help me survive in the world... because let me tell you, it's not easy to do it by yourself. So, below just say if you're in and ready for the challenge or feel free to ask questions about the server if you want to know more about it, or to learn how difficult it really is and why. Thanks to everyone who might be able to help out, and as always, don't starve. Server Name: Deathstarve: Hardcore Survival Server (6 SLOTS)
  7. Hello. So I've managed to create a custom crockpot recipe for butter, and everything works great. The only issue is that when the butter is cooked and ready to be harvested from the crockpot, no image shows. It's just an open, empty crockpot standing there, but I can harvest it normally and get the butter. From my modmain: (cooktime is low so I can test it) local butter = { name = "butter", test = function(cooker, names, tags) return names.butterflywings and names.butterflywings > 3 end, priority = 1, weight = 1, cooktime = .1, } function recipepostinit() AddCookerRecipe("cookpot", butter) end AddGamePostInit(recipepostinit) Could anyone please let me know what should I do for the cooked butter to show up? Thank you for your time!
  8. Hey everyone! I'm making the shop mod, that'll support translations. For this I have to use STRINGS. I've used this in my strings.lua: STRINGS.MODS.HUM_SHOP.ANNOUNCE_PURCHASETEXT = { "Thanks, pal.", "Thanks for your money, pal!", "You're such a generous! Thanks!", } and this in my prefab: inst.components.talker:Say(GetString(inst, "ANNOUNCE_PURCHASETEXT")) But it's crushing with: [00:06:31]: [string "../mods/foxy's mod 0.2/scripts/strings.lua"]:142: attempt to index field 'HUM_SHOP' (a nil value) So I realy don't know what to do, and I need some help. Thanks everyone for your replyes!
  9. The idea is to change how the character runs, Animation is no problem, that is already handled. Now what I might, infact, I indeed need help with, is how to call the stategraph properly to modify it Whenever I tried to modify it by calling AddStategraphPostInit("wilson", function(sg) failed by the character no longer being able to move, mostly due to how many different states the run has. I know very little on the part of stategraphs so some help would be super appreciated. Before I have tried something like this AddStategraphPostInit("wilson", function(sg) local _run_start_onenter = sg.states.idle.onenter sg.states.run_start.onenter = function(inst) _run_start_onenter(inst) if inst:HasTag("xxx") and inst.AnimState:IsCurrentAnimation("run_pre") then inst.AnimState:PlayAnimation("xxxrun_pre") end end local _run_onenter = sg.states.idle.onenter sg.states.run.onenter = function(inst) _run_onenter(inst) if inst:HasTag("xxx") and inst.AnimState:IsCurrentAnimation("run_loop") then inst.AnimState:PlayAnimation("xxxrun_loop", true) end end local _run_stop_onenter = sg.states.idle.onenter sg.states.run_stop.onenter = function(inst) _run_stop_onenter(inst) if inst:HasTag("xxx") and inst.AnimState:IsCurrentAnimation("run_pst") then inst.AnimState:PlayAnimation("xxxrun_pst") end end end) it didn't work at all, as I mentioned before, character could no longer move. Again, any tips or help with be super appreciated!
  10. How do i make a custom starting item for my character? I want to make a Katana
  11. So how do you actually rescue a dupe that has fallen unconscious from heat or cold? It says he needs a bed in order to be rescued but how do you rescue him?
  12. I have some kind of luggage mob that's basicly a chester clone. It has always worked fine, until caves were added. I actually wasn't aware of this because the caves were always turned off. However, the same crash occurs now when friends join. How could that be when it is fine during testing on a 1 player server (again, caves turned off)? Just to be clear, this bug is related to the chester_bone equivalent when it is picked up (I checked, it wasn't related to the mob itself), presumably when it is spawning the mob. Here's what the log said: [string "scripts/components/follower.lua"]:8: attempt to index field 'follower' (a nil value) ../mods/Lionel for DST/scripts/prefabs/picolo_lionel.lua:88 in (field) fn (Lua) <43-110> (line 88 in picolo_lionel is inst:AddComponent("follower") and that's what's confusing me) My chester clone has no health component, no combat component and doesn't morph. So a lot of things weren't necessary and there is no "open" or "closed eye" equivalent. For convenience, I attached all the relevant files bone_lionel.lua is the equivalent of chester_eyebone.lua picolo_lionel.lua is the equivalent of chester.lua
  13. General advices Need help? Be helpful! Add as much info and code as possible: too often do people omit modmain.lua and modinfo.lua or reduce the crash log to the last line. Upload the files you're working with. Link the guides and tools you're using whenever possible. Detail the steps you're following. Don't make people guess what you're doing. Be specific! Is it a crash? A new feature you want? Porting from DS? Trouble with animation? State it in the title so people who know about it can see it right away. "Help with my character" means essentially nothing since characters can do pretty much anything. Don't be a jerk. Being nice is usually a good way to get people to help you. Search the log for error. One of the first step when you have a problem with a mod is to take a look at the log. When a crash occurs, the log could provide you useful informations about what is wrong. You could find the log in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta (If you are in the beta branch) Or C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogether (classic branch) Usually, informations will be in the "client_log.txt" Sometimes, a crash will happen server-side, so you must look at the server log. Search in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\Cluster_1\Master With "DoNotStarveTogetherANewReignBeta" your current branch, "Cluster_1" your current save, "Master" if the crash happen on surface, and "Caves" if the crash happen on caves. Look at the "server_log.txt" Now you have an error log. If you can, try to understand what the error log says. Some errors could easily be fixed by yourself. You could also try a search to see if someone encountered the same problem. If it's not the case, you could create a topic. Title. The first thing people will see is the title. There is a lot of topic asking for help, so "help pls with a mod", "I need help" "[URGENT] Need help" isn't a good title, because it doesn't give a clue about what the problem is. Since people helping here are doing this in their free time, and since every modder have his strong point and weak point, your best option is to have a clear title, with informations about what you are searching. This way, people able to help you could see what help you need even before opening the topic. For example "How to create a perk for my character" "My character mod is crashing (Mod and Error log in topic)", "How to make an aura healing others players ?". You will gain a lot of time with a clear title, and people will be more likely to help. Content of your topic. Your topic must contain a clear explanation about what you need. If you are asking for help because of a crash, provide the error log (you've seen before how to obtain it), and attach your mod, so people could take a look at it. You must zip your mod first, then you can see an option "drag files here to attach, or choose files". Attach the zip file. This way, everyone could download your file and see what is wrong. When searching the cause of a crash, looking at the code is often mandatory, so you'll gain a lot of time by attaching mod in your first post. Usefuls links and tools. [TOOL] Texture and atlas packer : a tool allowing you to easily pack or unpack texture. Great for inventory image containing multiple items images. [TOOL] HandsomeMatt's Tools : one tool allowing you to converting .png file into .tex, another one allowing you to open .tex file and save them as .png [TOOL] Build renamer : one tool allowing you to rename builds. [TOOL] ktools : allow to decompile animations in a spriter file. Useful, but you need some knowledge to make it works. Tutorials : [TUTORIAL] Custom recipe visible in crockpot [TUTORIAL] How to add, not replace stuff in worldgeneration [TUTORIAL] Basics : what to use to open .lua files and why
  14. Hi, I was wondering if it's possible to put a widget setup in its own file instead of putting it on modmain.lua? Here is the example I'm talking about: -------------------------------------------------------------------------- --[[ compost_box ]] -------------------------------------------------------------------------- _G = GLOBAL local params={} params.compost_box = { widget = { slotpos = {}, animbank = "ui_chest_3x3", animbuild = "ui_chest_3x3", pos = _G.Vector3(0, 200, 0), side_align_tip = 160, }, type = "chest", } for y = 2, 0, -1 do for x = 0, 2 do table.insert(params.compost_box.widget.slotpos, _G.Vector3(80 * x - 80 * 2 + 80, 80 * y - 80 * 2 + 80, 0)) end end function params.compost_box.itemtestfn(container, item, slot) return (item.components.edible and item.components.perishable) or item.prefab == "spoiled_food" or item.prefab == "rottenegg" or item.prefab == "guano" or item.prefab == "poop" or item:HasTag("fresh") or item:HasTag("stale") or item:HasTag("spoiled") end local containers = _G.require "containers" containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, params.compost_box.widget.slotpos ~= nil and #params.compost_box.widget.slotpos or 0) local old_widgetsetup = containers.widgetsetup function containers.widgetsetup(container, prefab, data) local pref = prefab or container.inst.prefab if pref == "compost_box" then local t = params[pref] if t ~= nil then for k, v in pairs(t) do container[k] = v end container:SetNumSlots(container.widget.slotpos ~= nil and #container.widget.slotpos or 0) end else return old_widgetsetup(container, prefab) end end -------------------------------------------------------------------------- --[[ crate_wooden ]] -------------------------------------------------------------------------- params.crate_wooden = { widget = { slotpos = {}, animbank = "ui_chest_5x12", animbuild = "ui_chest_5x12", pos = _G.Vector3(90, 220, 0), side_align_tip = 160, }, type = "chest", } for y = 4, 0, -1 do for x = 0, 11 do table.insert(params.crate_wooden.widget.slotpos, _G.Vector3(80 * x - 346 * 2 + 98, 80 * y - 100 * 2 + 42, 0)) end end function params.crate_wooden.itemtestfn(container, item, slot) if item.prefab == "chester_eyebone" then return false end return true end local containers = _G.require "containers" containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, params.crate_wooden.widget.slotpos ~= nil and #params.crate_wooden.widget.slotpos or 0) local old_widgetsetup = containers.widgetsetup function containers.widgetsetup(container, prefab, data) local pref = prefab or container.inst.prefab if pref == "crate_wooden" then local t = params[pref] if t ~= nil then for k, v in pairs(t) do container[k] = v end container:SetNumSlots(container.widget.slotpos ~= nil and #container.widget.slotpos or 0) end else return old_widgetsetup(container, prefab) end end Would it be possible to somehow put it in its own separate file, so that it doesn't take up space in the modmain.lua file? Maybe using modimport or something else? Also if you know of any way to shorten the code above so that it's more compact that would be appreciated. Thank you.
  15. I've seen shiny crobat's tutorial but idk what to do next What i need to do now? How i make my char eat only sugar things? How i make her sprites? How i create her weapons(The mechanic of her weapon is crazy)? Send me a pm or reply here plz -i'm brazilian ( but i talk english a bit )
  16. So i've been working on this mod, that adds a Blood Bag, and ive taken a few snippets of coding from pre existing mods, replacing coding and removing things i dont need, and i thought everything was as it should be, until i loaded it up. The log file says its an issue with the /anim files as it used to be a '/anim/bladder.zip' and after replacing the art and rebuilding it, it still believes it to be a 'bladder.zip' if someone could take a look at the log and maybe the mod itself, and let me know what the problem is i would appreciate it! Thank you ;v; EDIT: Updating log and modfiles for help on tab icon/on ground image UPDATE: Managed to get the mod to work in general but the on-ground image is the only odd part, being distorted and such. Updated mod attached Bloodbag.zip
  17. I need help creating a mod which webber can eat string and gain a benfit e.g 20 Sanity 20 Health 20 Hunger
  18. Hello, if someone can help with this problem I have it would be great since I dunno what to do anymore ... So, here's the code... So, what I want to do is when my character gets hit I want 25% of the damage he took when attacked to also hurt his sanity & hunger (he would still take 100% of the health damage). Because the way my code is now if he gets hit by something like bees then boom instant starvation or insanity while getting hit by something like Deerclops isn't as bad as it should be.. Also, if you noticed the so many "elseif" just then my character can say something different when hit...is there a way to shorten that I remember there's something called a table...but I dunno how to do that ... And finally one last question if you can help with this too that would be great ! So, when my character gets hit I want him to say something, but sometimes when he would get hit the hit animation wouldn't play & my character would instantly go to talk anim & say his hit string ... Is there a way I can prevent that or just get the text to appear over his head without him trying to talk?
  19. Introducing: Mandrake Seeds Are you tired of scowering the world coming out with only 2-3 mandrake and killing the mandrake population? Do you need more than 1 pan flute? well have I got the mod for you! How It Works! 1.) You feed mandrake to your bird in the birdcage 2.) The bird will become very sleepy 2-3 days 3.) After those 2-3 days the bird will wake up and you will have a x 0.5 chance to recieve 2x Mandrake Seeds! 4.) You will need to fertilize the farm with nightmare fuel! 5.) You cannot harvest them after day! Balanced! 1.) You may not feed the bird whilst it's asleep... 2.) Your mandrake plant will die (no drop) if you do not fertilize it with Nightmare fuel. 3.) Since mandrake is now obtainable (via a farm) It will be less common to find it out and about Ideas in Future! (might not be implemented) 1.) an Alchemy Station which you need Mandrake to brew potions with Minor effects 2.) Mandrake ent, you can find these in the wild they are pretty much neutral unless you attack them! 2.) Mandrake pets, they do not screech don't worry but they fall asleep in the night and refuse to eat mandrake pretty much a chester with no storage 3.) More Plants not just mandrakes I would wish for this to be a more versitile mod! What I need to make this Work! 1.) I need an expirenced modder, a person who can achieve what I present 2.) I would need to learn a bit about how to animate plants and etc so I can animate them 3.) Some people to support it leave some suggestions down in the comment section How it Looks This is how the seed looks so far I might add a few features here and there but I think It's a solid mandrake seed! Contact me! are you an expirenced modder? Contact me via Email,Skype,Steam (Yes I do have a VAC) : http://steamcommunity.com/id/OfficialPinq/ : [email protected] : redesigns1
  20. It is what the title says, I am trying to make a component. The component is not for a weapon or tool, it is for a characters, the idea is for the component to be a SCENE or POINT, the idea is that the character is able to gravity shove a target away (it will have a cost later). It is supposed to be 'ranged', so the character can do that from a certain distance, not too far but not just too close. The thing is that I seem to be having a problem is that I am having a hard time how to make the whole ranged factor of it. I've tried finding references and the closest I got were the 'more actions' mod, which gave me more light on how to make the whole 'gravity shove' but not how to make it ranged. Is there a way to do it? do I need to create an invisible projectile?
  21. I want to give a golden ax in player's inventory when players respawn (start item). But only by that players who have administrator rights on the server. Can someone help me with this?
  22. Hello, I have a problem if someone can help me with it since I don't know what to do anymore.. So, basically my character can spawn some bats to protect him like a shield & this's how it normally looks which is how it's supposed to always look! Though, sometimes it randomly spawns the bats behind my character like this until I exit the game ... I don't want that because it's super ugly...and I have no idea why this is happening... If somebody could help I'd really make my day !! Here's the code
  23. Hello! I'm making mod with custom cook pot, and all works perfectly on non-dedicated server, but on dedicated servers it crashing with [string "scripts/widgets/containerwidget.lua"]:29: attempt to index local 'widget' (a nil value) My prefab is here: alchemypot.lua full log here: client_log.txt Thanks everyone for your replys! If someone'll help me, I can give you some skins!
  24. I need help making a spells mod (like wickerbottom)
  25. Hey! I'm trying to make widget that'll pop up when someone'll equip it. When equiped, player'll be able to write some text in it, and this text'll be given to some local. Is there any guide how to make widgets, or does anyone knows how to make it? I can give you Striking Tuxedo if you'll help me! Thanks for every reply!