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  1. Ok, so as you may or may not know, I've been thinking about making a character mod for quite some time now. This isn't a thread for me asking for a sprite! Just one to share my ideas I've been developing over the past few days (and the only other reason I'm starting this thread is because I may not get a response on my art threads about it so yeah). Ok first off, pictures of a hand drawn sprite (I was planning on digitally tracing) and a character "meme": (The perks, title, art and quote may differ in the future). Now if you know me/my persona well enough, you'll know she had fire powers. Not sure how that'll work for DS and DST but I recently thought of a solution. Obviously, the way DS works, she can't shoot fire directly from her hand so instead, how about a magical staff? I know what what your thinking, Dragon Mage doesn't have a staff or magical hand held item, right? Well earlier (like last year some time I think it was) she did actually have a staff but... I guess it just became obscure cos I never drew her with it. Plus it seemed kinda medieval-like as opposed to her modern look which did seem kinda weird. I guess she didn't really need it back then BUT anyway, back to the mod ideas. I thought in DS (much like Willow) it could be unlimited (however, having an unlimited fire staff does seem kinda OP don't you think? Well I'm still working out the details for that). As for DST, she could be nerfed a little, again like Willow with a limited source, except instead of lighter fluid how about mana? I was thinking about certain characters and how they have gauges for something like Woodie and his curse or a recent character mod I saw. Something to stop the mod users to go nuts. It does recharge slowly over time but there will be faster methods (not sure what yet. Maybe an item or actions like sleeping could help?) Idk, this idea still needs some development. Now, as for the sprites, I might be fine for the most part since I can trace over the Extended Character mod sprite. However, since the mod is a cat character, the head shape is a bit odd. Also Idk how I'm gonna do DM's hair. I could use a pony tail but... ugh, her hair has always been the downy, long flowing kinda hair. Idk. Anyway that's all I have for now. Feel free to leave suggestions! Or tell me to shut up, hide the thread and... keep to myself... ._. Please tell me I'm not the only one who's done this.
  2. I'm adding a new NPC to my mod called a phantom which uses the endothermic fire animation: It looks nice as it is but I'm wondering if there's a way to make it look like it's hovering higher without changing its actual z pos. If it involves changing the actual animation files, I have no idea how to do that. The file I took the anim code from (coldfire_fire) used inst.AnimState:SetFinalOffset(-1) but this didn't seem to do anything when I tried it.
  3. hello i'm an artist with low experience in programming you see i made 3 mod characters and the issue is simple yet i can't find it you see i used the example character sample template and created 3 mod characters they all work just fine BUT when i activate more then 1 of my mods especially the game stop working when the world is generating what could be the possible theory you might have for such an issue ? here the crash report --- ####### # # Generating SURVIVAL Mode Level # ####### [00:02:00]: Prefab Swap Selection: regular grass [00:02:00]: Prefab Swap Selection: regular twigs [00:02:00]: Prefab Swap Selection: regular berries [00:02:00]: Sculptures_2 added to Squeltch [00:02:00]: Sculptures_3 added to Great Plains [00:02:00]: Maxwell7 added to For a nice walk [00:02:00]: Maxwell7 added to Beeeees! [00:02:00]: New size: 425 default [00:02:00]: Creating story... [00:02:00]: LinkNodesByKeys [00:02:00]: Finding valid start task... [00:02:00]: ...picked Make a pick [00:02:00]: Has start node Clearing [00:02:00]: Baking map... 425 [00:02:00]: [WorldSimActual::GenerateVoronoiMap] [00:02:00]: GenerateVoronoiMap [1]: [00:02:00]: ...Done. [00:02:00]: [AddEmptyNodes] [00:02:00]: GenerateVoronoiMap [100]: [00:02:06]: ...Done. [00:02:06]: [WorldSimActual::GenerateVoronoiMap] complete [success] [00:02:06]: [WorldSimActual::ConvertToTileMap] [00:02:06]: [ConvertToTileMap] [00:02:06]: [WorldSimActual::ConvertToTileMap] complete [00:02:06]: [WorldSimActual::SeparateIslands] [00:02:06]: [SeparateIslands] [00:02:06]: [WorldSimActual::SeparateIslands] complete [00:02:06]: Map Baked! [00:02:06]: [WorldSimActual::ForceConnectivity] [00:02:06]: [GenerateLandmasses] [00:02:06]: [MergeConnectedLandmasses] true [00:02:06]: [WorldSimActual::ForceConnectivity] complete [00:02:06]: [GetWormholesExtra] connected 0 unconnected 1 [00:02:06]: [GetWormholesExtra] after: connected 1 unconnected 0 [00:02:06]: [GetWormholesExtra] pushed 0 wormholes [00:02:06]: [WorldSimActual::DrawRoads] [00:02:06]: [DrawRoads] [00:02:06]: [WorldSimActual::DrawRoads] complete [00:02:06]: Encoding... [00:02:06]: Encoding... DONE [00:02:06]: Checking Tags [00:02:06]: Populating voronoi... [00:02:06]: disconnected tiles... 0 [00:02:07]: Checking Required Prefab multiplayer_portal has at least 1 instances (1 found). [00:02:07]: Checking Required Prefab pigking has at least 1 instances (1 found). [00:02:07]: Done forest map gen! [00:02:07]: Checking map... [00:02:07]: Generation complete [00:02:07]: WorldSim::SimThread::Main() complete [00:02:07]: Serializing world: session/26321671D2008804/0000000002 [00:02:08]: Unload FE [00:02:08]: Unload FE done [00:02:10]: Mod: Waldo (Waldo The Sergal) Registering prefabs [00:02:10]: Mod: Waldo (Waldo The Sergal) Registering prefab file: prefabs/waldo [00:02:10]: Mod: Waldo (Waldo The Sergal) waldo [00:02:10]: Mod: Waldo (Waldo The Sergal) Registering prefab file: prefabs/waldo_none [00:02:10]: Mod: Waldo (Waldo The Sergal) waldo_none [00:02:10]: Mod: Waldo (Waldo The Sergal) Registering default mod prefab [00:02:11]: Mod: Wandour ( Diávoloi ánthropoi karcharía but ) Registering prefabs [00:02:11]: Mod: Wandour ( Diávoloi ánthropoi karcharía but ) Registering prefab file: prefabs/wandour [00:02:11]: Mod: Wandour ( Diávoloi ánthropoi karcharía but ) wandour [00:02:11]: Mod: Wandour ( Diávoloi ánthropoi karcharía but ) Registering prefab file: prefabs/wandour_none [00:02:11]: Mod: Wandour ( Diávoloi ánthropoi karcharía but ) wandour_none [00:02:11]: Mod: Wandour ( Diávoloi ánthropoi karcharía but ) Registering default mod prefab [00:02:11]: ..\source\animlib\animmanager.cpp(521) :: Tried to add build [ghost_esctemplate_build] from file [../mods/Wandour/anim/ghost_wandour_build.zip] but we've already added a build with that name!
  4. Sim Constructor is an utility mod, allowing mod makers a wide range of functions while maintaining compability. If a mod uses Sim Constructor everyone who uses that mod needs to have Sim Constructor installed as well. Steam Workshop Version workshop-580661011.zip
  5. Hey there fellow DST players! I'm currently in the process of creating a new character and thought I would reach out to the community to see what you think would be neat perks. The character is a female Bunnyman named Whisper! I have gone through various perks and can't seem to make up my mind, here's a few I had previously added. Vegetarian AoE on attacks Can pick up plants quickly Extra benefits from carrots A Beardlord mode when the character is insane boosting their damage Nightvision Reduced sanity drain from darkness Fast tree chopping Any suggestions would be greatly appreciated and I hope to complete the character once I've found an enjoyable playstyle. Kind regards, Red
  6. So this issue I am having is my own mod. I have submitted my mod to the workshop called "Server Announcement". It is currently usable whenever I create a game as a host. But here is where the problem starts. When I set up a dedicated server, the server does not activate or recognise my mod. It shows the server has "No Mods". I already did copied all the workshop mod folder from Dont Starve Together to Dont Starve Together Dedicated Server > mod folder. I have also copied the cluster_1 'modoverrides.lua' file from the game I created earlier with no issue and paste it in both my Master and Caves folder. But whenever I login to the game and Search my server on LAN, my server shows that there are no mods activated. (The mod logo is not lit). Am I doing something wrong? I logged in into my own dedicated server, and the game has no bug or error. Just a normal game without mod.
  7. I'm trying to give my character an ability that triggers when the X key is pressed (because there are already too many actions tbh and this ability doesn't use an item, it's just always there passively), targeting whatever the mouse is over. The ability in this case is the ability to haunt things. She's supposed to walk towards the target if not in range, just like normal actions. It works perfectly on host but on server she will be delayed for a bit, then teleport in the direction she's supposed to be walking and then start sliding towards her destination. I tried making the client just play the run animation at the start but it doesn't fix the initial teleporting issue. Trying to change her state to run or run_start or anything doesn't work either. I've spent a good two days just digging through the files for playercontroller, locomotor, actions, etc. trying just about every change I can think of and it seems like I can't get anything to work, I can only ever get halfway. Whenever I try running the locomotor on only the client, I can't get the action to proc at the end. If I try running the locomotor on both client and server, the action instantly fails on the server if she's not already in range to use the ability. If I set act as the action for bufferedaction instead of using ACTIONS.WALKTO, it doesn't run when she reaches her destination. ModMain.lua: yuyuko.lua: This is what happens: http://i.imgur.com/JuQ1KUV.gifv
  8. Generation Options+ is a mod that adds new options to the generation options screen. Steam Workshop Version This mod requires Sim Constructor to be used, which can be found here workshop-588953061.zip
  9. I'm nearly done doing the artwork for the character I'm working on, but there are a few symbols in the player build that I'm not sure what they're used for so I don't know what to replace them with. They are: face-23 headbase-4 headbase_hat-4 torso-9 torso_pelvis-5 torso_pelvis-9 If anyone with experience doing character artwork knows what these symbols are for and could tell which animations they're used in, I'd appreciate it.
  10. I've added a hairfront_hat symbol to my character's build because their hairfront clips through hats normally. What I want to do now is override the OnEquip function in hats.lua. There's a problem though; it's a local function that's created inside of another local function (MakeHat(string)) so I don't think I can access it directly. The hats.lua file doesn't return an actual hats prefab; rather, it returns a whole bunch of hats made by MakeHat(string). I think this prevents me from adding a postinit to it because a hats prefab technically never gets made. Because of this, trying to modify components.equippable.onequipfn for hats didn't work. But I DID get it to work by modifing the onequipfn for the "tophat" prefab specifically. So here's what I want to know: is there a convenient way to do add a postinit for every prefab that MakeHat() can return, without overwriting the file? Or will I have to go through the list of return values in hats.lua and manually add the post init to every single one?
  11. EDIT2: You need to use TheWorld.ismastersim to check whether serverside in those functions or it will crash when on a server. Didn't figure that out till after I made this post, but it's not really a hard fix. EDIT: Nevermind, I went back after a while of solving other problems and finally figured it out. It turns out that the ghost doesn't "attack", it just has an aura component that damages everything around it (I didn't know what this was at the time). Overriding the follow behavior was a bit harder because the follow function in the brain was a local one which i could not directly override. For the curious, this is what I did: -Don't aggro local function IgnoreYuyu(inst) local follow_node = nil for i,v in ipairs(inst.bt.root.children) do --print(v.name) if v.name == "Follow" then --print("Node found:", v.name) follow_node = v break end end if follow_node then old_target = follow_node.target follow_node.target = function() ent = old_target() if ent and ent:HasTag("yuyuko") then return nil end return ent end end end AddBrainPostInit("ghostbrain", IgnoreYuyu) -Don't harm local function NonSaneGhost(inst) -- Exclude yuyuko (the character) from things that are damaged by the aura table.insert(inst.components.aura.auraexcludetags, "yuyuko") -- Make sanity drain calc return 0 if observer is yuyuko inst.components.sanityaura.aurafn = function(instance, observer) return observer:HasTag("yuyuko") and 0 or inst.components.sanityaura.aura end end AddPrefabPostInit("ghost", NonSaneGhost) ORIGINAL TEXT
  12. Unnatural Selection is a community-made mod with enough content to be comparable to a DLC. It plans to add all kinds of new mobs, items, characters, biomes and events. The project is very ambitious and we plan to stick to it until the end. Below, you can find general information about the mod. Follow The Mod:Discord: https://discord.gg/RKSUcvtSteam: http://steamcommunity.com/groups/us_collab US Wiki (WIP): http://unnatural-selection.wikia.com/wiki/Unnatural_Selection_Wiki Planned Features: Developer List: @Fidooop: Lead developer, project manager, and [email protected]: PR manager and [email protected]: Artist and [email protected]: Artist, animator, sound designer, musician, and string [email protected]: Artist and [email protected]: Head playtester @Jpianist: Musician Contributor List: Important Threads: Videos:
  13. ganja [DST] Ganja Mod

    Version 1.1

    476 downloads

    WARNING: At current state this mod only works with Don't Starve Together! Single-player wiil be ported soon ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Chillum One way to smoke hash, difficult to craft, it will give +75 on sanity and -25 in hunger as well it will put the player to sleep, and be groggy when woke for a little time. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll or in the chillum. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja can be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. **The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload ==== TODO -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a little. -Add a gnome easter egg -Make the mod compatible with DontStarve single-player (NOT-Together). -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes. ==== CREDITS Mod Design: Ardokh, Bush Doctor Art: Ardokh Programming: Bush Doctor Programming Assistance: Ardokh
  14. 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?
  15. So, for the last week, I've been tinkering with the ONI world gen for fun. Originally, I wasn't really going for anything, just to have an idea how it all worked. Eventually though, through my tinkering, an idea slowly came to me and this is the results of my labor of probably loading over.. well, I'm not sure how many new bases I've loaded at this point. But, I distinctly recall seeing repeats of base names -alot-! So, I dunno, over 50? In any case, I also figured I'd share my work in-case there was others whom were interested as well for future purposes. But, here it is: It's very cavey, dank, more.. uniform looking, less broken up, and I found a way to remove nearly all of the abyssalite. So, temperature management might be much harder. Most of the oxy-rock is removed from the starting biome as well. The only stuff left is apparently hard-coded to show up, so oxygen is definitely not included here! You'll want to start making some ASAP. Removing the abyssalite also removes the special coloring shading that each biome has, so it'll look different when you first load in. The biomes are familiar but rehashed a little to make it a little more unique and there's some special zones at the bottom of the map, as you can see for fun! Figured I'd show-case some of the things that ONI has that you don't see in the base worldgen. Since there's no abyssalite borders around each biome, the hot and cold tend to bleed around after a little while and since I've tweaked the spawning of mobs, the map might head towards a cold death, if you're not careful! The top of the map is extremely cold, but.. there's some abyssalite up there, and at the bottom.. I haven't had much of a chance to playtest it, so tell me what you think! In order to install it, you'll need to find your ONI installation directory and the 'worldgen' folder within. Where ever you keep your Steam games at, then '...\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets'. I would highly suggest to back up your existing 'worldgen' folder separately. (Although Steam can bring back the original files that get over-written when if you re-validate ONI's files) Then, you take the new 'worldgen' folder within the included zip file and copy over the old one. It will ask you if it's okay to over-write any existing files and merge folders which is what you want. At the moment, the top of the map doesn't really have any caves at all which I haven't quite figured out why. I assume it has to do with the noise filter (I used one of the existing noise filters and just duplicated it into its own file, in-case I needed to edit it later..), but tweaking some of the variables didn't seem to fix it. Figured I'd release it anyway as someone more intelligent then me might have a better idea. CustomWorldGenv1.zip
  16. Finally got myself to update my mod for shard connection configuration to use netvars to synchronize connection data from master shard. Now only master shard needs to have connection data and slaves will get it when player connects. Thanks to lpsquiggle for telling me (more then a year ago) about netvars and for many nightmares i had because of them.
  17. i don't know if ther is a topic about this but i realy like the mod "the nightmare" but every time i die the nightvision geht turned off and i wanted to ask if someone has a soluten to it or if it get's worked on i found out that the nightvision stays on the skeleton if i die but only for a short while and just sometimes thank you all
  18. Hello! I'm currently trying to get my custom character's voice files to work, but no matter what I do, they're mute. I've tried fiddling around with the remap sound event code in modmain.lua, I've tried moving the MP3 files directly into the sound folder, I've tried little bits and pieces of code, all to no avail. What am I supposed to do?
  19. I used some code to give my character the ability to shoot fireballs without needing to equip a weapon. However, now I'm unable to plant things, since I'm using "right-click" to shoot the fireball. I'm hoping someone can possibly see where I screwed up and can help me fix my problem. Any help would be greatly appreciate fellow starvers! CODE IN QUESTION: (Note that I put this in my character's modmain folder.) local CASTFIRE = AddAction("CASTFIRE", "Blast into Oblivion!", function(act) local projectile = GLOBAL.SpawnPrefab("fire_projectile") projectile:AddComponent("weapon") projectile.Transform:SetPosition(act.doer.Transform:GetWorldPosition()) projectile.components.projectile:Throw(act.doer, act.target) return true end) CASTFIRE.rmb = true CASTFIRE.distance = 10 AddStategraphActionHandler("wilson", GLOBAL.ActionHandler(GLOBAL.ACTIONS.CASTFIRE, "throw")) AddPrefabPostInit("vegeta", function(inst) inst:DoTaskInTime(2, function() local self = inst.components.playeractionpicker self.rightclickoverride = function(inst, target, position) local actions = {} if target and target.replica.health and not (inst == target) then table.insert(actions, GLOBAL.ACTIONS.CASTFIRE) end return self:SortActionList(actions, target) end end) end)
  20. Beneath a Crimson Moon The Shadows are relentless, chattering in the dark, gnawing into the back of your skull... but what if They aren't the only malign, otherworldly presence in this strange world you find yourself in? Other dark forces are at work, finding purchase in this world through profane, esoteric rituals, and they covet blood. STEAM WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=926628598 FEATURES A new magical staff with which to destroy your enemies. Two new creatures with new, strange behaviors. New world interactions involving the Moon Rock and a spawning structure, the Wretched Altar. A new, terrifying boss that plunges the world into eternal darkness. Eclipse Caller's Staff "It seems to be calling out for something." - Wilson The Star Caller's Staff, once a wondrous magical tool that brought light wherever it went has been corrupted and twisted by the Thing that sleeps within the new moon. When cast, it summons a hole to the infinite void where your cursor is placed, consuming the life of anything that comes near - including yourself... To obtain this terrible weapon, you must repair the Moonstone and insert the Star Caller's Staff, just as you would if you wanted to create the Moon Caller's Staff. However, you must wait until the new moon rather than the full moon. You must defend the Moonstone as usual, but when the event is finished, you will find the Eclipse Caller's Staff has replaced the Star Caller's Staff. Wretched Altar "A ghastly display of theological fervor." - Wickerbottom Deep within the fetid marshlands, the Merms have built a disturbing center of worship for their twisted gods. They are protected by the Zealots... and hold the key to awakening an unspeakable evil. Merm Zealots "They serve the dark machinations of their twisted gods." - Wendy The holy men among the Merms, the Zealots conduct their insane rituals among the poisoned marshland earth. At most times, they are content to stay near the Wretched Altar, but should you successfully create the Eclipse Caller's staff, you will soon find they covet your new weapon... and will hunt you down and kill you if need be. They lead parties of Altered Merms, and fling orbs of dark lightning in combat. Altered Merms "Exposure to their gods has... affected them." - Maxwell Monstrous Merms that have regressed into an even more primal and vicious state, they follow their Zealot masters and mercilessly chase down whoever the Zealots direct them toward. While idle, they occasionally vomit up pools of a strange black liquid. Repulsive... and deadly. The Eclipse Caller's Staff offers terrible power to those who dare to wield it. But should it fall into the gnarled claws of the Zealots, they will attempt to bring it to the Wretched Altar. Pray they do not reach it, lest the Thing be summoned, and the world cursed, plunged into a horrible night that never ends. Destroy the Thing, and perhaps you may yet see light again. TRAILER BUGS AND BAD THINGS Now that I have released this ineffable cosmic terror upon the world, it is up to YOU to make sure it works properly! If you find any bugs, please report them in this thread, and if a crash occurs, please provide the log text found in Documents/Klei/DoNotStarveTogether/client_log, and/or a screenshot of the error message that displays when the crash happens! Feel free to provide feedback and suggestions as well! I am very open to criticism and improvement! Most of all, have fun and DON'T STARVE! CREDITS Merm Zealot, Eclipse Caller's Staff Moonstone FX and black liquid pools are edits of existing DST assets (Merm, Moon Caller's Staff, moonbase_fx, and honey_trail respectively) Altered Merm and Emissary of the Abyss are edits of Shipwrecked assets (Dragoon and Quacken respectively) Emissary of the Abyss battle theme = The Final Combat (Darkest Dungeon OST) Merm Zealot battle screams = Fallout 3 Feral Ghoul sounds. Emissary of the Abyss screech = Banshee scream from Mass Effect 3. Other sounds from The Elder Scrolls V: Skyrim. All scripting done by me SELF-PROMOTION https://steamcommunity.com/sharedfiles/filedetails/?id=744423512 I have another mod! It is called Plague of Garms Together and it is the first mod I made for DST. Check it out of you like this mod, or just want another mob in the world to make life harder!
  21. My buddy Jaymonius and I made a mod for Stardew Valley that replaced the pet dog with Chester! Mod Page
  22. I have little to no experience in programming and was hoping for some help with a specific ability for my custom character. I want him to be able to pretty much have the same effect as a fire staff without the need of equipping the staff to do so. I am not sure where any of the code would go either, so I apologize for my high level of ignorance here. Any help at all would be much appreciated. EDIT: Having the ability like the Deadpool character mod, where his weapon shoots fireballs in essence, would be great too.
  23. Heyo! I'm trying to make some custom items to go along with characters I made for myself and a friend. They are very simple items, but I'm having one heck of a time coding them none the less. I've made several attempts, and tried to reverse-engineer some of the existing game items to do what I want, but every result is buggy or just straight up crashes. I'm sure I'm just doing something completely wrong here. I'm horribly dyslexic, and code does not agree with my brain. I can do all artwork myself, I just need coding for it. What I need is: A hat. It will be based off of the winter hat, but I'd like it to have the same warm benefit as the beefalo hat, and that's pretty much it. A star, held in the character's hand. Basically a reskin of Willow's lighter, with a light radius similar to a medium-fueled fire pit (Can also be set on the ground as a light source). Otherwise, exactly the same function as the lighter. A mask. I'd like a slight strength bonus to it, but that's it. The artwork has tall horns, so if there's a way to make the item dimensions taller so they don't get cut off, that would be super awesome. If not, the horns can be excluded. All these items need to spawn with the characters and not decay. Pretty simple stuff, since I'd really like the items for cosmetic purposes more than anything else. I'm willing to pay for it, of course! I've never asked for anything like this before, so I might need a quote, but rest assured you will not go unrewarded!
  24. Now look, I went to various websites trying to find out how to do this but to no avail aight. But there was this forum topic which can help me. But Im stuck on the first step because Ihave no idea what the arrows mean. What are the arrows and spaces supposed to be? mymod exported |-> myitem |-> ground_myitem |-> ground_myitem.png swap_myitem |-> swap_myitem |-> swap_myitem.png images |-> inventoryimages |-> myitem.png scripts |-> prefabs |-> myitem.lua modmain.lua yo Malacath, can you help me out here man? I have absolutely no clue what youre talking about. http://forums.kleientertainment.com/profile/245716-malacath/
  25. Ok, I want a friend or a pet kinda like Abigail for my character. But I don't know how to. Can someone tell me what codes to make a friend to put in and where to put it. Also, can I change the texture of the pet/friend? If so, how?