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Found 13 results

  1. Confirmed working on: TU-210794 What is OnionPatcher? OnionPatcher is a little IL (Intermediate Language) Patcher I wrote during my free-time that enables one to access features that aren't immediately accessible in-game. Remember to check this thread for updates to the patcher as it is in development! It doesn't currently support a lot, and most of the features will probably be obsolet in a near future. Currently you can: Enable Debug Mode (Always On), which allows you to use the Debug-commands, such as super-speed, Deplicant-spawning and turning off the entire HUD (makes for some great screen-dumps). There is a lot more, but unfortunately not all of them works as intended, some WILL crash your game, you have been warned. Every available debug-command can be found under the Control-menu in-game. Enable Free Camera Mode, this will allow you to zoom out quite a bit more and isn't accessible normally. It can flicker sometimes due to fast scrolling but will allow you really get a sense of your accomplishments, capturing all of your work in a single screen. Force World Generation Size - Klei is definitively planning on bringing us a choice in how big we want to make our world, until then, this will suffice. The standard size of the world (in tiles) is 256x384. Note that will REQUIRE you making a new world if you want your new sizes to be applied. A fair warning is that too small or large of a size WILL either crash or soft-lock your computer. I tried 512x512 and it worked well, 1024x1024 allocated 16 GIG of RAM and another additional 16GB of Pagefiles. Use this with moderation, or if you got some of them 64GB RAM builds, go nuts! Force World Generation Seed - Generate the same world over and over, compete against others and see who can survive the longest, try figure out an optimal strategy for a specific world, the possibilities are limited! Is it safe to use? Yes and no! Going bananas with OnionPatcher will put strain on the game-engine. Crashing the game might result in save-data loss, so please be careful. When you patch the Assembly-file, it will not patch it directly, but instead create a new file (named Assembly-CSharp.onion.dll) so you can safely MANUALLY back your original Assembly-CSharp.dll file somewhere safe, and then replace it by renaming the newly created .onion.dll file. Also note that EVERYTIME the game updates, it will overwrite the changes made by OnionPatcher, and you WILL have to re-patch it. If you ever want to undo changes made by Onion, simply overwrite the patched file with the original file, you BACKEDUP, simple as that! Here is a TotalVirus scan-result: How do I use it? Download OnionPatch here Unzip it Start it up Click the Choose-button, and navigate to your common/OxygenNotIncluded/OxygenNotIncluded_Data/Managed folder and press OK. Select your patches Press the Patch-button, and if everything went well you will be prompted that it was successful. In your OS-explorer, navigate to the same folder, here you should see two files: Assembly-CSharp.dll Assembly-CSharp.onion.dll Copy the Assembly-CSharp.dll file to somewhere safe, this is the original file and is what you use to revert any changes made by OnionPatcher. Once you copied Assembly-CSharp.dll remove it from /Managed folder and rename Assembly-CSharp.onion.dll to Assembly-CSharp.dll DONE Start the game, enjoy your changes! Requirements and Issues .NET 4 and Windows OS (Sorry Linux-fams <3) Probably don't patch already patched files... Roadmap Probably some cool stuff, who knows. I have been tinkering with an Editor for STRINGS and TUNING making it so people can add/remove/change text/descriptions and balancing stuff together with a neat format so you can share localization of the game or balance changes you think makes the game better. It was something really appreciated in Don't Starve, so I imagine there is some interest for such a tool. I know there are a lot of Chinese players that want to be able to get a localization, this would allow them to create their own and share. Onwards! Ethical This does not use or re-distribute any of Klei or Unity's work, it is all coded by me. If Klei has a issue with this, I will respect that choice and pull it down, if it comes to that, please respect their wishes and do not re-distribute OnionPatch. Thank you! Why is development slow? There are a couple of reasons for this. I'm currently developing this all on my own, which means that the development process is at the mercy of my free time. I'm also doing my masters which involves a lot of studying (unfortunately) so there are stretches of time where I might be able to work on ONI-tools at all, it's not ideal but it is what it is. There is also the fact that patchers have to scan/inject IL which is a very low-level language (think assembly/asm). On my end, editing and modifying the game is quite fast and effortless because I can use C#, but that only works for modifying the assembly directly. I can't distribute the modified assembly, as that is distributing of IP I do not own. This ties heavily in with the Ethics above. Having to package these modifications in a dynamic patcher requires a lot more effort, which is why it's a lot slower.
  2. I have been making a character mod and my character is a type of fire elemental. I have been looking in all the fire type prefabs for don't starve together but I cannot find a code to make my character have the effect of fire. The effect I am looking for is my character to give off a heat that can set trees on fire like a level 4 campfire. Thank you.
  3. 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
  4. 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?
  5. It seems people have a lot of difficulty following the existing guides... which also happen to be somewhat out of date... so with this, I'm aiming to present an up-to-date guide that is easy to follow for artists, who really don't have the first clue about coding, and all that technical nonsense. Custom characters with custom items are definitely what the majority of folks want to create, so hopefully this guide will walk you through it in a manner that anybody can follow, regardless of technical skill. What you'll need An image editor: Photoshop, GIMP... doesn't matter - as long as it has a layer system, and can output PNG files with alpha, it'll work.The sample mods/templates: You can download them here. You probably want to make a character, so be sure to get the character and portrait templates.Tex conversion software: The Windows tool can be found here; a Unix (Mac/Linux) tool can be found here.Build renaming software: You will need to be able to change buildnames - you can use the Build Renamer tool here on Windows, or do it "the hard way" and use a Hex Editor on Mac/Linux. I personally use Hex Fiend.Zip editing software: You need to be able to edit the contents of a zip without decompressing it. (I've found that the files don't work if you decompress, change the files, and recompress.) I believe WinRar can do this, on Windows. On Mac, I use BetterZip.Code editor: Any text editor can be used, but something with Lua syntax highlighting is beneficial. You can use Notepad++ on Windows. On Mac, I use TextWrangler.PatienceFirst things first I'll walk you through the creation of a character, starting with making the art. Take the template sheet into your image editor. (I want to stress that this is not the only way to do it, but it is the way that I personally feel works best.) Once it's loaded in, you should blow the image up to 200% or 400% - this will ensure better quality in the final assets. As the character sheet is fairly large, I find 400% gets a bit data-heavy, so 200% should be enough. Small things like items, we can easily go to 400% with no problems. Now that we've blown the template up to our 'working' resolution, make a layer above the template, and drop the template image's opacity - this will make it easier to focus on your new art. Using the template as your guide, draw everything you need - keeping things in line with the template is the best way for it all to be properly aligned in-game, but you may need to adjust things later, depending how far you deviate from the template. The facial expressions, by my observations, are: A - part of speech animation B - transition in front blink C - default front D - rubbing eyes - also used in blink transition E - side blink F - Alternate side blink G - default side H - transition to side blink I - Eating J - death K - frontal blink L - shocked/scared M - part of speech animation & used when picking food/swapping equip N - startup - laying unconscious Once that's all done, you're going to want to do the portrait, big portrait, and save slot art. Again, follow the template. Now that you have all your textures finished, shrink them back down to the original size - then you need to convert them to the .tex format. A guide explaining how to do this with Matt's TexTools can be found here. On a Unix system, follow the usage guide by Simplex on his tool's download page. Now that we have our .tex files We're ready to start getting things into the game. So, duplicate the Sample Character Mod folder, and let's get to work! You will see several files and folders. Let's start with bigportraits. Inside, we will find wod.tex and wod.xml. Rename the .xml from 'wod' to a unique name for your character. You should limit it to three letters, and avoid starting with a number. Now delete wod.tex, and replace the file with your converted bigportrait .tex - which you must name in the same way as the .xml. Following this, we need to edit the .xml - open it with your text editor, and replace both instances of "wod.tex" with your filename. Now open the 'images' folder, and you will see two more folders. One for the select screen portrait, and one for the save slot portrait. The process for the save slot and select screen portrait is identical to the bigportrait. Rename the files, replace the tex with your new one, and edit the xml. To be on the safe side, I do rename and update the wod_silho files, but I don't believe they are necessary. Replacing the in-game character art is a little trickier, but not that hard. First, rename the to your filename. Now open it with your zip program. You will see two files - "atlas-0.tex" and "build.bin" - first, you will need to extract the build.bin file. We need to edit this. Most of you will just need to use the build renamer tool. But for those using a hex editor, like me: Just edit the highlighted section, changing it to the name you've been working with, and save. With that done, we need to put our new files in the .zip. Rename your new character art to atlas-0.tex. Now, using the zip software, replace the files in what used to be with your new build.bin and atlas-0.tex, and save the changes. And that's all the art taken care of! So let's get down to the code. Since it won't take long, let's edit modinfo.lua - everything inside is pretty straightforward. Most importantly, make sure your api_version is set to 6. Now, let's move on to modmain.lua - here you will see a bunch of assets and things. All we need to do in here, is change every instance of 'wod' to our working name. Almost there, now! Let's go into scripts/prefabs, and get to work on the last lua file! Rename it, of course, just as we've done with the previous files. The first thing we need to change, is this: -- Don't forget to include your character's custom assets! Asset( "ANIM", "anim/" ),}Change wod, again, just as we have done every other time. The next thing we will want to change is this: -- choose which sounds this character will play inst.soundsname = "wolfgang"Replace "wolfgang" with the character whose sound you want to use. Your options are: "wendy""wes""wickerbottom""willow""wilson""wolfgang""woodie""wx78""maxwell"Replace "wolfgang" with the name of your choice shown above. Here comes the trickier stuff: Look for: -- todo: Add an example special power here.end At this point, we need to do some detective work. Open Don't Starve's "data" folder - found in the same directory as the "mods" folder. Then go to scripts/prefabs/ and scroll down to the "w"s. Here we can see the prefab files for the different characters. Let's have a look at Wendy - she deals less damage than other characters, so let's find out how. In the equivalent section of the wendy.lua file, you will see: inst.components.sanity.night_drain_mult = TUNING.WENDY_SANITY_MULT inst.components.sanity.neg_aura_mult = TUNING.WENDY_SANITY_MULT inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThese are the little things that overwrite the "default" stats. They represent different aspects of different components. These files reference the "tuning" file. What is usually helpful, is to use Wilson as your reference point. So let's take this line: inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThen change Wendy to Wilson and add it to our character's prefab .lua file, so we have something like this: -- todo: Add an example special power here. inst.components.combat.damagemultiplier = TUNING.WILSON_DAMAGE_MULTend Which means that our character will have the damage multiplier of Wilson. Awful boring, isn't it? So, let's spice it up, and make our character deal twice the damage that Wilson does! We can change the line to: inst.components.combat.damagemultiplier = (TUNING.WILSON_DAMAGE_MULT * 2)Which tells the game to take Wilson's damage multiplier, and multiply it by 2. Alternatively, we can just give it a set value that doesn't refer to the tuning file at all: inst.components.combat.damagemultiplier = 4This multiplies the damage by 4, as opposed to multiplying it by double whatever Wilson's multiplier happens to be. (It's 1, but this is an example.) We can look at other character prefabs, and see how they're doing their stat perks... or we could get a little deeper, and start examining the components. You will find these in data/scripts/components/ - but keep in mind that you're not going to want all of them for your character. Let's see if we can find out how to give our new character a health boost, and open the health.lua component. Right at the top, we can see this: local Health = Class(function(self, inst) self.inst = inst self.maxhealth = 100 self.minhealth = 0 self.currenthealth = self.maxhealth self.invincible = false self.vulnerabletoheatdamage = true self.takingfiredamage = false self.takingfiredamagetime = 0 self.fire_damage_scale = 1 self.nofadeout = false self.penalty = 0 self.absorb = 0"self.maxhealth = 100" looks like what we want! So let's go back to our character prefab, and add to our perks list: = 100But we don't want 100 max health - we want to boost it! So we have two options again. You can change that 100 to whatever number value you want... or you can reference the tuning files. You can find tuning.lua in the data/scripts folder. Inside tuning.lua, we can find: WILSON_HEALTH = wilson_health,Wilson_health having been earlier specified through: local wilson_health = 150So we know Wilson's health value is 150. Now let's update our character's perk. We can use: = (TUNING.WILSON_HEALTH * 2)And this will give us double Wilson's health - which amounts to 300. So, now you can pick and choose which components and values you want to buff or debuff for your character, and add them all to the list, there. Once you've finished, we can move on to the strings: -- First up, the character select screen lines-- note: these are lower-case character nameSTRINGS.CHARACTER_TITLES.wod = "The Template"STRINGS.CHARACTER_NAMES.wod = "Wod"STRINGS.CHARACTER_DESCRIPTIONS.wod = "* An example of how to create a mod character."STRINGS.CHARACTER_QUOTES.wod = "\"I am a blank slate.\""As before, change 'wod' to your file's name, and then edit the information as you would like. It is worth noting that you can add multiple lines to the CHARACTER_DESCRIPTIONS line by adding "\n" (without quotes) - this will cause a line break. I'm quite sure the instruction included above the next few lines speaks for itself: -- You can also add any kind of custom dialogue that you would like. Don't forget to make-- categories that don't exist yet using = {}-- note: these are UPPER-CASE charcacter nameJust change the name as always from WOD to whatever you're using. If you don't want to add any custom quotes, you can just comment out the Evergreen description, like so: --STRINGS.CHARACTERS.WOD.DESCRIBE.EVERGREEN = "A template description of a tree." Change the last remaining instance of wod, here: return MakePlayerCharacter("wod", prefabs, assets, fn) And we've finished our character! Put your mod into the mods folder, and let's take it for a spin. Enable it through the mod menu, and start a new game. At this stage, you'll want to check that all the textures are lining up right, and that you haven't gotten any floating pixels, or anything. But what about items? We want to give our character a custom item! Make ourselves feel all special. This is a bit more involved. First, you'll want to choose the item you're basing it on - equippable items will generally require two anim .zip files:, and For this demonstration, I will be using a specific example, and base it on the Bunny Hood from my Link mod, to make a custom hat. So, take the .zip from the anim folder, and decompress it. Use the .tex converter software to convert the atlas-0.tex file found within to png - this will give us a template to work against. Just as you did with the character art, create the art for your new item, convert it to tex, and rename it to atlas-0. Rename the build, just as you did before - I should note that anyone using the hex edit method should be sure to replace any extra characters with hex value 00. In my example, I have taken "bunnyhood" and changed it to "cutehat" - but at first, I was left with "cutehatod" and had to replace the extra 'o' and 'd' with hex values of 00. Replace the files in your duplicated-and-renamed base prefab anim .zip with your new stuff, and add the new .zip to the 'anim' folder of your mod. The item also needs an inventory image, so let's make one - it just needs to be a 64x64 image. This also needs an xml, so we must create a matching xml file. The contents of which should look like this: <Atlas><Texture filename="YOUR_PREFAB_HERE.tex" /> <Elements><Element name="YOUR_PREFAB_HERE.tex" u1="0" u2="1" v1="0" v2="1" /></Elements></Atlas> Put your YOUR_PREFAB_HERE.tex and YOUR_PREFAB_HERE.xml into a new folder called "inventoryimages" and place that folder inside your mod's "images" directory. We're almost there, now, so let's copy the contents of your base prefab's .lua file that you found in scripts/prefabs into a new document. The first thing to change is the assets list. You want to have something like so: local assets={ Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/YOUR_PREFAB_HERE.xml")} Everything else gets a bit more dependent on your item, but things you want to keep an eye out for are, as a few examples... Override Symbols: local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "YOUR_PREFAB_HERE", "swap_hat") Set Build: anim:SetBank("featherhat") anim:SetBuild("YOUR_PREFAB_HERE") anim:PlayAnimation("anim") The final line: return Prefab( "common/inventory/YOUR_PREFAB_HERE", fn, assets) And, of course, the inventory image must be specified like so: inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/YOUR_PREFAB_HERE.xml" But we've only copied an item verbatim, right now - in the same way we added perks to the character, by looking at components, and looking at other items, we can add custom attributes and effects to our new item. To my hat, I want to add a dapperness component, so I have added to the constructor (the "function fn(Sim)" part): inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) You can get more advanced than this, but that's all I want to do with this particular item, so let's save it, and drop it in our mod's scripts/prefabs folder. But we're not done yet! We need to add it to our character! Open the modmain.lua file, and look for the part right at the top: PrefabFiles = { "YOU",} We need to add our item to this list, so we end up with: PrefabFiles = { "YOU", "YOUR_ITEM",} We also mustn't forget to give our item a name and description, which we can do by adding this to the very top, above the prefab list: GLOBAL.STRINGS.NAMES.YOUR_PREFAB_HERE = "NAME"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.YOUR_PREFAB_HERE = "DESCRIPTION" We should now be able to debug spawn it. But we want our character to start with it! So let's add a little bit of code to our character's prefab .lua file. Just above the line "local fn = function(inst)" we need to add a new section, like so: local start_inv ={ "YOUR_ITEM",}local fn = function(inst) So it's now added to our start inventory. (We found out how to do this with some detective work, looking at how other characters add start inventories.) We must also change the last line, so the game knows to check the start inventory: return MakePlayerCharacter("YOU", prefabs, assets, fn)Becomes: return MakePlayerCharacter("YOU", prefabs, assets, fn, start_inv) And finally, we are done! Go make yourself some nice tea to celebrate, and then sit down and enjoy your very own character! These same methods and principles can be applied to just about anything, and by looking at the existing files, and other mods, you can work out how to do more and more complex things. It's all about detective work. Good luck, everyone! Here is a link to the character I created while writing this.
  6. Hi, first thing i want to say is all the code down here is mostly from this forum's thread, from mod that posted on this forum and on steam workshop (DS+DST). I'm just the collector, So all Credit go to the original author of the code : Mobbstar Finerlobster rezecib CarlZalph NyctoDarkMatter Squids DarkXero Mr. Tiddles Sukoushi When i'm customize my favorite character (actually that not my own character, i download it from steam and love it so much that i decide to customize it to fit my taste), try adding some new perks i already got in mind, i had a realy hard time finding those codes for all the perks i want on this forum, so i creates this thread to make it easy to find for those who want to have the same perk on their character. One more thing: i don't know anything about coding so i cant give any more help than this and cant explain why or whatever you wonder cause i don't know too, sorry !!! One thing i'm sure of is these codes work for me, hope it work for you too. Have Fun !!! 1/ DEALS POISON DAMAGE Put these line above the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 2/ POOP MANURE WHEN EAT VEGGIE FOOD (like pigman does) Put these line above the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 3/ QUICK PICKING Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 4/ GAIN SANITY FROM PICKING THINGS Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. want to add more things just copy the code and replace the prefabs name of the thing you want to add. Save & DONE !!! 5/ GAIN SANITY FROM CATCHING BUG WITH BUGNET Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. want to add more bugs just copy the code and replace the prefabs name of the bug you want to add. Save & DONE !!! 6/ GAIN SANITY FROM PICK THINGS ON THE GROUND Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. want to add more things just copy the code and replace the prefabs name of the thing you want to add. Save & DONE !!! 7/ GAIN HEALTH, SANITY, HUNGER ON KILLING Put these line under the line "local fn = function(inst)" in your "character's name".lua file in prefabs folder of your character mod. Save & DONE !!! 8/ GAIN SANITY FROM PLANTING STUFF (Best for last, this one perk nearly got me, i almost give up on this perk) Put these line in your modmain.lua file of your character, replace the abc in the code with your character's name. want to add more things just copy the last line (only) and replace the prefabs name of the thing you want to add. Save & DONE!!! Voila! All done!!! Hope this help !!! Sorry for any mistakes. English is not my native language.
  7. Version 1.4.1


    These are some super simple tools I made for Don't Starve years ago, recently updated and re-uploaded myself seeing how popular they were. I still believe you should use the official tools for texture creation, but for simply viewing and exploring assets this tool should work great for you. Source code and latest releases are always available on GitHub.
  8. Hello! I have a problem where my Character Script doesn't work, and is just saying the normal Wilson quotes. Is this normal, or is there something wrong with the mod, or is it The New Reign Beta messing something up? I would like to know. Thanks
  9. [DST] ForceLAN

    Version 2.2


    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.
  10. One of the trademarks of the spy is the witty one liner. So, we should try and mod every character's dialog to be a lot punnier, and maybe even display new dialogue when taking out guards and other events, if we can manage it. Imagine Xu saying "That was shocking" when his shock trap goes off, or Shalem saying "He got his just deserts" when shooting someone with his special rifle. Granted, my puns are not the best. But I believe that together, we can come up with better ones. Any ideas?
  11. As a continuation of the HYPENING 2014, I decided to make some videos. This thread will be a bunch of videos pertaining to making mods. Making a Ghost for Your Character in Don't Starve Together. Making a Character for Your Character in Don't Starve and Don't Starve Together. Making Custom Sounds for Your Character in Don't Starve and Don't Starve Together
  12. Just a note: This is, in now way, shape or form, tehMugwump. Serious forum glitch that says I started this thread, but I dinn't... Hey you starving children! It doesn't seem like there's a big masterpost for cosplay yet so I FEEL THE DESIRE TO START ONE... MAINLY BECAUSE I JUST TOOK SOME PICS OF MY COSPLAY BUT HEY. SO! If you've ever cosplayed from the great canon that is Don't Starve FEEL FREE TO SUBMIT YOUR PHOTOS HERE!! It'd be great to have a gallery of photos here don't you think??? 8) I also think it'd be cool to have discussion on how to make certain props, work in progress pieces, etc! I'd really just love to see this fandom take off and have a few cosplayers at cons to REPRESENT B) holla I've seen a few cosplays out there already and have compiled some photos SO I'LL POST THEM HERE and leave credit where credit is due, of course On that note~ there's mine! BUT PLEASE POST SOME OF YOUR OWN! And ask questions and work on things and be beautiful!!! uvu i may post some work in progress shots of mine later BUT YEAH!!
  13. Hey guys, thought you might wanna check out my Let's Play that I'm doing. I created my own character and I'm just SUPER excited to play with a Character that I made xD Other notes:I have an artist that's currently working on a new character for me, And I will be putting a lot of work into balancing that character making custom sounds etc. etc. I plan to put this future character up for download so others can play as him as-well.The character I'm currently playing with, probably won't be up for download, unless there's a huge demand for it.