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    • JanH

      Rhymes with Play - Don't Starve Together (Update 217524)   05/25/2017

      Be sure to join the Klei team on our official Twitch channel, where we will be playing and talking about the recently released Update 217524 for Don't Starve Together! As always, the stream will be going live on Thursday, May 25th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Where is it?
      On our official Twitch channel here:
      http://www.twitch.tv/kleientertainment
       
      Times:
      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, May 25th at 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 update thread for more details and for discussions!

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Found 21 results

  1. xavierwep.zip
  2. I've been trying to make a working mod for a few days now (Very simple premise, just re-illustrate a design for a weapon) , so I'll lay this trial and error down, 1.) Found a Mod on Steam I'd Use as template a.) Link HERE 2.) Opened the .zip files 3.) Converted the .tex files into .png files using Matt's Tools 4.) Used Photoshop to edit the .png files to what I wanted them to look like, keeping the dimmensions 5.) Used Matt's Tools to convert the .png files back into .tex files 6.) Re-.ziped the files 7.) Finallized by placing file into C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods 8.) Lauched game, made a game with ONLY that mod (the one I had just reillistrated) 9.) Crafted said item, doesn't show, and had a glitched image when held in cursor: a.) Here b.) And here 10.) Wondered if it was original mod 11.) Launched another game with only the original mod I used as a template 12.) No problems, worked fine 13.) ????? So, any help would be appreciated, I'll leave the .zip of the mod in question here, maybe someone can find something, Cheers! GladiusTry.zip
  3. Hello everyone in the modding community! I am working on a few character mods that my friends and I can play on the same server and I've managed to create the first one, adding all the perks I wanted to go with it with the help and advice of these people here. The next step was for me to create a custom weapon available in his start inventory, and I was roughly following this tutorial (although it might already be outdated? I'm not sure. If there's a better tutorial out there, I wouldn't mind being directed to it) All the images and tex files are done and placed within the mod folder and I copied some of the codes I saw from other mods i have subscribed to with the same sort of feature (the RWBYcharacter mods) and changed the names and other elements accordingly. Although I can't even begin to test if the item works properly, because the game crashes as I load up the server and generates this error log from the screen: From what I understand, this means that the bgale.zip in the anim folder is missing? Is that correct? But the file is right inside the set folder. This is my main concern as of now and I have included all the files I currently have been working on for this mod in this post if any of you wish to see it. If anyone also knows how to add these perks to the item, that would help me greatly (but it is secondary): - add both a wood chopping and rock mining action (can both be done?) - for those who know of the Ruby and Yang character mod, how is the effect of rushing towards the enemy when the weapon is in hand is implemented. Salem Rainsworth.rar
  4. How do i make a custom starting item for my character? I want to make a Katana
  5. Magic Bottle Lanterns

    Version 1.0.1

    702 downloads

    These bottle lanterns are pretty, magical, and useful! Use your magical knowledge to build these mysterious lights - they look so pretty, there can't be any harm, right? [STEAM VERSION] Thank to Mobbstar, who nudged me in the right direction for some of the coding. Features: - Custom art - Custom animations - Custom strings for all base and DLC characters - Base, RoG and SW compatible - High cost magical-tier items - Automatically lights up/active at dusk, turns off for the day - Permanent light, no fuel required - Destroyable but fire proof Name: Glowing Bottle Recipe: 2 x marble, 2 x fireflies, 2 x nitre (Prestihatitator) Effect: Just a light in the dark. Name: Menacing Bottle Recipe: 2 x red cap, 2 x fireflies, 1 x red gem (Prestihatitator) Effect: There's something about this light that frightening, and has a bad effect on your sanity. Name: Icy Bottle Recipe: 2 x blue cap, 2 x fireflies, 1 x blue gem (Prestihatitator) Effect: A bottle covered in frost, it cools you down. Name: Peace Bottle Recipe: 2 x lureplant bulb, 2 x fireflies, 2 x spider gland (Prestihatitator) Effect: This sweet, calming light will make your foes give up their chase. Careful, it doesn't stop them getting angry again! Doesn't work on giants, ghosts or shadow creatures. Name: Tincture Bottle Recipe: 2 x eggplant, 2 x fireflies, 1 x purple gem (Shadow Manipulator) Effect: This mysterious light helps to heal the lifeforms around it - including your foes! Name: Ember Bottle Recipe: 2 x carrot, 2 x fireflies, 1 x orange gem (Shadow Manipulator) Effect: This light will help to warm you up. Name: Sunshine Bottle Recipe: 2 x honey, 2 x fireflies, 1 x yellow gem (Shadow Manipulator) Effect: Feeling a little crazy? This light will help you feel sane again. Name: Poison Bottle Recipe: 2 x green cap, 2 x fireflies, 1 x green gem (Shadow Manipulator) Effect: This light will damage those around it. You don't seem to be effected, but neither do giants, ghosts, shadow creatures or clockworks. Feedback & Suggestions Please feel free to leave me feedback/suggestions about: - Crashes, typos or errors - Balance issues (they're meant to be hard to make, since their perma-light is powerful) - Power/feature suggestions - Coding (is there a more efficient way to go about these things)
  6. Hi guys, I made a mod to add a structure to the game, the Synthesizer. It is a structure that, when fed with a resource, produce a number of that resource after a time (for common resources, it pop 5 new after a day, but for boss resources, it's only one after an entire week). basically anything that's pickable can be added to the mod, but I limited it to resources so the player can have an infinite amount of finite resources, like gears. You won't have to worry about not finding more gear anymore ! Now for the art. The machine grow the resource like a bee box, so resource appear one by one and can be collected early to stop the growing. What I need is a structure like this : Kinda like the science machine. It has a base structure, an oven opening (open when you can add stuff in it, closed otherwise), a dial with the number of item currently harvestable, a thermometer to show when the next item will end, and a weel that show that the item is currently synthesing (synthetising ?) something. Of course, thoose elements don't have to be exactly what I wrote as long as they serve the same purpose, if you have ideas, feel free to tell them. As you can see, i'm a big d*ck in drawing, even more on a computer. I need someone that could draw the elements in a don't starve style, and make the animations (I think I could manage the animations if you don't want to.). Help me please so you can use this mod as well ! It's currently 90% functionnal, and I just need the animations for last tests ! thanks a lot !
  7. Well I tried asking in other thread but they seem dead.. So I'll let myself post a new one. If I have working handslot item in Don't Starve, what I need to do to make it work in Don't Starve Together? The Item is character specific, comes with the beggining of the game and is not craftable (no recipe!) Yet no addictional functions, it's just plain like spear - sharp/weapon tags. When I start the DST server only the host gets the item. Also somehow the HP,Hunger and Sanity of my char are messed up. I think it's ok without the item added (the issues ONLY FOR GUESTS) Host always works fine. I guess it's some small line missing but I can't figure out what and where :/ So basicly: what is the difference between DST and DS hand gear mods? What to add? :/ Sorry if its stupid question.
  8. I want to make shining hand item - weapon kind. My base was lightbulb at first, and then "torch" but there came an little issue... I tried following codes: local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),} local prefabs ={ "torchfire",} local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.fire = SpawnPrefab( "torchfire" ) --inst.fire.Transform:SetScale(.125,.125,.125) local follower = inst.fire.entity:AddFollower() follower:FollowSymbol( owner.GUID, "swap_object", 0, -110, 1 ) end local function OnUnequip(inst, owner) inst.fire:Remove() inst.fire = nil owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(48) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets)I also tried the lightbulb one but didn't work at all.. local light = inst.entity:AddLight()light:SetFalloff(0.7)light:SetIntensity(.5)light:SetRadius(1)light:SetColour(230/255, 230/255, 100/255)light:Enable(true)After using torchfire the item does shine when Equipped and stops when not equipped but you know how the torch/willow lighter looks - it has FIRE ANIMATION (yellow sparks, flames thing following the torch stick) Is there anyway to remove showing of flames and leaving only LIGHT? I tried commenting out some lines but effects where like: NO LIGHT AT ALL or LIGHT + FLAMES visible -.- Guess I'm lost :/
  9. i have attached the log file, but i keep getting an error, mainly Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. repeatedly, any ideas, help much appreciated! log.txt
  10. I support the idea that bones could be used to tame Hounds in the game as i had also though of this at once point (taming hounds), maybe if they worked in a similar fashion to the smallbirds where they require feeding maybe via a different structure like a dog bowl because having a horde of hounds to fight for you does seem a little easy considering how often they show up and how easily bones from a rabbit for say could be acquired.Another use for bones related to the idea of hounds could be a Pole that stops the dogs from following you like the eye bone from chester, i can imagine having dogs follow you the entire duration of you play through become annoying in some cases... the Pole could look similar to a stick with a bone hanging from it out of reach from the hound like a comical motivation tool seen often in treed mill acts.I apologise if this is not the type of feedback that would be appreciated!
  11. How on earth do I make taffy? Is it a crock pot recipe? A drop? I don't get it!
  12. has anyone discovered how to get it? i have done this: searched around the world(being insane but only in daytime) killed monsters (the ones that drop monster meat) while being insane, tried to kill crawling horrors [impossible(even with tentacle spike and full armor set plus wolfgang )] , and sleeped while in insane state, if anyone has already discovered how to get nightmare fuel please tell me
  13. When a treeguard appeared... T_T, i was at day 7 or 6 i think, nothing to defend myself...
  14. Thanks!I opened a poll for it... How does this make the game easier?.. except for the marbles the item effects are quiet "low powered".
  15. Bug Submission Please choose a category [Graphics] Platform [*]Chrome Version Number - Issue title Strange graphics on start page Steps to reproduce Open Don't Starve Describe your issue
  16. What if pirates spawn sometime after you put too much gold in one chest? They would dock their ship at the coast then try to steal items from your chests (like krampus) and, instead of disappearing into a magical sack, they would run back to their ship. New mobs:Pirate- spawns in groups of 5-8. [Drops- Gold Nuggets, Cutlasses, and Muskets]Captain- spawns from ship once all pirates have been killed. [Drops- Gold Nuggets, and Captain's Hat]New items:Cutlass- has the same durability as the spear, and does more damage than tentacle spike.Musket- can fire 50 shots before breaking, using Musket Balls as ammo.Musket Ball- Used as ammo in a Musket.Captain's Hat- obtained by killing a Captain. When wearing this, you can trade gold to a Captain for Musket BallsMaybe even a boat or other items on the ship.
  17. Bug Submission Please choose a category [Gameplay] Platform Chrome Version Number 70861 Issue title Items all locked again, research points at 0 Steps to reproduce The issue appeared when I opened the game after updating chrome, and is a permanent issue during gameplay. Describe your issue After I updated Chrome, I continued my game only to find that my research points had been reset to zero, and everything I'd unlocked was now locked again! It took me quite a few games (and a fair amount of gravedigging and ghost-dodging) to unlock everything, and to have to go through that again without the help of graveyard items is pretty daunting. I still have all of my items from when I unlocked them the first time around, like my gold tools and alchemy engine, but I just can't make any new ones. I'd really love to get back into playing, is there anyone else who has this problem, or any way it can be fixed?
  18. New Distract Item: Blinding Dart • Blinding Dart: Throws a dart that blinds the enemy for 5 seconds. Any guards near the blinded target will be distracted.
  19. Hello forum! I had a thought whilst exploring some unmarked graves to the North of my encampment a couple of days ago. I had packed my kitbag full of essentials to last the night, but in a somewhat foolhardy moment decided to pitch my fireplace next to a rather large spider mound...the long and short is that I spent a *very* eventful night dancing with spiders and turned out to have been very fortunate in finding a short lived amulet in a gravestone earlier! Anyway, I digress. I thought, seeing as being out at night seems very dangerous surely spiders must be able to see in the dark? Their nightly activities and big eyes certainly suggest a certain nocturnal preference! - Now most animals that can see in the dark have reflective lenses within their eyes. Considering the beautiful, yet haunting lighting given off by fireflies, I propose that spider eyes also gleam with a similar light. Potentially only if lit by the ambience of a campfire or other light source... Imagine wandering in the woods at night with nothing but a torch or mining helmet to suddenly see hundreds of gleaming eyes staring back at you from the darkness! - Truly an eerie, if not terrifying sight to behold! What do the rest of you guys think? Gleaming spider eyes or no? Let me hear your responses and comments Spook x
  20. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Invisible birds on traps Steps to reproduce 1. Put a trap and bait it with berries 2. Left it and come back after a while Describe your issue I left those traps on the floor with berries as a bait and I went exploring into another island. When i came back to my base i check them and there were no birds but the traps were jumping and jumping like if they had trapped something. Still i got the loot but the birds were invisible.
  21. When Dropping an item that happens to land right next to the ocean it is very hard to pick it up because you cant get around it. There should be something to enable you to get it