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  1. 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?
  2. 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 wod.zip 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 wod.zip 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/wod.zip" ),}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: inst.components.health.maxhealth = 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: inst.components.health.maxhealth = (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: prefab.zip, and swap_prefab.zip. 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/YOUR_PREFAB_HERE.zip"), 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.
  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
  4. So this is a very short tutorial based on this tutorial from Cheerio but a bit more specific if anyone wants that. Also don't forget to check out the rest of character creation here Old version of the tutorial: Assets = { Asset("SOUNDPACKAGE", "sound/<file>.fev"), Asset("SOUND", "sound/´<file>.fsb"),}RemapSoundEvent( "dontstarve/characters/<character>/death_voice", "<file>/<folder>/death_voice" )RemapSoundEvent( "dontstarve/characters/<character>/hurt", "<file>/<folder>/hurt" )RemapSoundEvent( "dontstarve/characters/<character>/talk_LP", "<file>/<folder>/talk_LP" )inst.soundname = "wilson"inst.soundname = "<character>" I wrote a new verison of this tutorial which should be super easy to follow. So here we go: What wee need this time: What we need: - PC version of Don't Starve and Don't Starve Mod Tools- Some sounds to mess around with. If you don't have any yourself use these-The FMOD-Designer project template from here Step 1: Put all your files into your characters sound folder (i.e. "mods/waverly/sound/") If that doesn't exist simply create it.Step 2: Whenever you come across "waverly" replace it by your characters name. (That also means rename the file!) (The old tutorial was written with a template that contained "waverly" instead, so don't be confused by the screenshots)Step 3: Open the *.fdp-file, left-click on "talk_LP" on the left side of your screen. Right-click in the gray area. Select all sound files you wish to use for the speech (that is when the character examines something) and click open. Step 4: Repeat Step 3 for "hurt" and "death_voice"Hint: You find instances of "waverly" in the following two places: Step 5: Press CTRL+B, check if the box next to your characters name is checked and hit "Build"Step 6: Open your "modmain.lua" and add the lines:Assets = { Asset("SOUNDPACKAGE", "sound/waverly.fev"), Asset("SOUND", "sound/waverly.fsb"),}RemapSoundEvent( "dontstarve/characters/waverly/death_voice", "waverly/characters/waverly/death_voice" )RemapSoundEvent( "dontstarve/characters/waverly/hurt", "waverly/characters/waverly/hurt" )RemapSoundEvent( "dontstarve/characters/waverly/talk_LP", "waverly/characters/waverly/talk_LP" )Hint: Don't forget to replace "waverly" Step 7: Open your characters *.lua-code and replace the line: inst.soundsname = "wilson"by: inst.soundsname = "waverly"Please don't tell me you need the hint this time... Step 8: Go back and check if you really replaced al instances of "waverly". In the first case rebuild your soundfiles. That's it... Oh and don't forget to replace all instances of "waverly" by your characters name ; )
  5. Honestly, I think this is more complicated than it needs to be. Still, I tried to make this as simple as possible (and kind of failed I think). Din't want this to be an explanation of mechanic behind beefalo taming, but a guide focusing on the gameplay itself. Link to DarkXero's good work: https://goo.gl/UlshXe
  6. Getting Started: Guides, Tutorials and Examples So you want to create a mod for Don't Starve. That's awesome! Hopefully this collection of guides, tutorials and examples will help you on your quest. Just remember that modding is all about getting your hands dirty. Oftentimes you will have to figure out things for yourself. So dive in, give it a go and when get stuck, the forums are your friend. But most of all, make sure to have fun and please share your creations with the rest of us! Getting Started: How To: Install and Use Mods by CheerioBefore you Begin! by tehMugwumpModding Etiquettte by JanHTroubleshooting by tehMugwumpMod API Updates: API 6 and Post-Reign of Giants Modding (including new important pieces of modinfo.lua) by SethRArt:Using Extended Sample Character Template by DleowolfThe Artist's Guide To Character/item Modding by TheDanaAddamsA Simple Guide to Spriter by TheDanaAddamsDana's Tips for Mod Art by TheDanaAddamsA No-Talent-Hack's Guide to Art by NycidianOfficial Spriter Tutorials by BrashMonkeySpriter Source Assets by CheerioSpriter Example: Equippable Item by CheerioSpriter Example: Hat by CheerioCreating a "Handslot-Equippable-Item" from Scratch by MalacathMinimap Icon Sample by MalacathMaking a Custom Set Piece by JackSlenderEasy Character Art Tutorial by Cheerio2D Animation at Klei by Jeff Agala and Aaron BouthillierCreatures:Creature Mod Tutorial 1 - Creating a Mod by CheerioCreature Mod Tutorial 2 - Spawning a Creature by CheerioCreature Mod Tutorial 3 - Importing Animation by CheerioCreature Mod Tutorial 4 - Locomotion by CheerioCreature Mod Tutorial 5 - Stategraphs by CheerioCreature Mod Tutorial 6 - Brains by CheerioCreature Mod Tutorial 7 - Importing Sound by CheerioCreature Mod Tutorial 8 - World Spawning by CheerioScripting:Intro to Programming by Khan AcademyWots the Diff?? Prefabs, Components, Stategraphs, and Brains by IpsquiggleAPI Examples by IpsquiggleSample Mods by IpsquiggleScripting with Sublime by CheerioTips for Scripts by CheerioProfiling by CheerioEngine Architecture by KevinExample: Follow the Leader by CheerioCode Tips and Tricks by squeekSharing your Mod:Steam Workshop Uploader by IpsquigglePosting and Downloading Mods by moistedparanoiaSound:Sound Mod Tutorial by Cheerio Music Mod Tutorial by CheerioAdding Custom Sound to Your Custom Character by MalacathTranslation:Creating a translation using the PO Format by BigfootLanguage Sample Mod by IpsquiggleMisc:Asset Tools by IpsquiggleMod Tools Github Repo With Source by CheerioDownload Mod Tools for Windows by Cheerio
  7. ALPHA WARNING All these pipeline tools are still in development and may undergo serious changes before they are ready. So don't be surprised if things break or don't work at all, and be prepared for changes with the next release. We'd also love your feedback about how they could be made better and reports for any bugs you find! Also note that for the time being, this process is Windows-only. Your mods will work on all platforms but the pieces can only be compiled on Windows. The alpha tools are only on the preview release of the mod tools. Switching to this version of the tools is the same process as switching to the preview version of the game: In Steam go to Library > Tools.Right-click on "Don't Starve Mod Tools" and choose Properties.Go to the Betas tab and select 'publicpreview'.Demonstrations of each of these features can be found by downloading the "preview" versions of the sample mods. Animation Pipeline Texture Pipeline Sound Pipeline Static Layouts
  8. The Don’t Starve Mod Tools allow mod creators to upload their mods to Steam Workshop for other players to subscribe to and use. Getting the Mod Tools The Mod Tools are now available for Windows, OSX and Linux! Log into the Steam client using the account you wish to upload the mod with, this account must own a copy of Don’t Starve. Hover over “LIBRARY” at the top of the Steam client, and select “Tools” from the dropdown list. Find “Don’t Starve Mod Tools” in the list, and double click to install, or right click and “Install Game...” (despite the name, this only installs the Mod Tools)Uploading your mod to Steam Workshop Valve requires that you accept the Steam Subscriber Agreement before any of the Steam Workshop files you upload are visible to other users. You can install and use the Mod Tools to upload mods without accepting the agreement, however they will not be available to other users until you do. Updating Your Mod So you’ve fixed a bug, or added some new features, or maybe you just made a typo in the Description? You can easily update your mod using the Mod Uploader. Alternatively, you can edit your mod’s Name, Description and Tags on the Steam Workshop website, as well as add links, preview images or screenshots. Troubleshooting Common issues and resolutions for resolving issues with your mods.
  9. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 72864 Issue title Wickerbottom's phrase Steps to reproduce When I pick thing and don`t have full of storage? Wickerbottom say "I can`t carry anthing more" Describe your issue It`s mistake. Please fix it. Photo
  10. https-~~-//www.youtube.com/watch?v=XZs55jVhlF4&list=PLxESOzBRjKXAftoCeIaBpMtl07hAQpvW6 Os vídeos são semanais, toda sexta-feira (pouco depois do horário do almoço lógico, assim você não passa fome e ainda descansa vendo um pouquinho de Don't Starve). O canal é Salsa Nos Seus Jogos: www.youtube.com/salsatheone E aqui o link da playlist: Falou pessoal e espero que vocês gostem!
  11. Bug Submission Please choose a category [Gameplay] Platform ChromeVersion Number 71213 Issue title Laggy / Non Responsive cursor & Random walking up Steps to reproduce These issues seem really random, not once have I seen a specific action make these things happen, they just occasionally do, more laggy cursor though. Describe your issue When I'm just minding my business half the time doing what I'm doing when I move the mouse it usually barely responds and slowly moves its way to where I want it after a couple of forced slide movements or just decides not to move. I havent exactly seen any response with this bug to my actions and it just always seems to do that, and it's been more frequent lately. Then some people say their characters wont move but with me it's more of the character wont stop moving. This is a rare problem I get once every few playthroughs but it has gotten me killed since its almost uncontrollable since you can move but if you stop the character just assumes control and goes right up for no reason. Again, I just play the game and I have yet to find out what exactly triggers this but the cursor is more of a problem than the random rare movement problem. I hope this problem would be able to get looked into!
  12. Hey guys im a beginning youtube commentator stating out small, this is my first look at this amazing game, Don't Starve! Hope you enjoy!
  13. Hey, i was wondering if i could get a beta code for don't starve, i'm really wanting to do a mini advertisement on my youtube channel and a let's play and review. If you would like to get in touch, my Steam username is: Savezombie1, and if that doesn't work, try savezombie11. It would be great if you gave me one!
  14. Hey guys! I just posted a thread in the Video Section, but read in another thread there to feel free to post it here as well! I have started a Don't Starve Guide series on Youtube, and I also stream the game on Twitch Let me know what you think of the guides! I would love feedback! Would just like to drop a link to the thread: http://forums.kleientertainment.com/showthread.php?6875-Don-t-Starve-Guide-Series!-%28and-a-link-to-my-DS-livestream-w-giveaways%29 Cheers! Shannon <3
  15. EternalNinja0's Don't Starve LP Hey guys, I thought I would have a crack at a Don't Starve Let's Play. Lemme know me what you think of it. I am fairly new to the game, so I don't know about everything yet, but it's always fun figuring out new stuff YouTube Playlist! My Website (Still Under Construction)