A character mod template for Don't Starve and Don't Starve Together.
There are multiple versions.
V1.0.4 - Don't Starve and Don't Starve Reign of Giants
V22.214.171.124 - Don't Starve Together
V1.3.1 - Don't Starve Shipwrecked
The full tutorial can be found here.
Basic coding for a character mod All sprites and symbols to build a character Extended drawing areas for custom art Reign of Giants, Shipwrecked, and Don't Starve Together versions This requires Don't Starve Mod Tools to autocompile .png files that are modified.
The .scml is built in a way that you can use Spriter (included with Don't Starve Mod Tools) to preview the changes you make. The .scml file is not intended to be changed itself, and changes may not correctly reflect how it appears in-game.
A folder of cleared sprites has been included to easily remove unwanted parts from your character.
Also on Github
By simplexIMPORTANT: Starting with version 4.3.0, the Windows binary release requires Microsoft's Visual C++ 2013 Redistributable Package (previously, the 2010 one was required). See the bottom of this description for more information.
ktools is a set of cross-platform (Linux, Mac and Windows) modding tools for Don't Starve. It consists of the following command-line tools:
ktech: a bidirectional converter between TEX texture and PNG; krane: a anim.bin/build.bin decompiler, whose output is a Spriter project. More detailed information about these tools may be found in the README, in the project's GitHub repository.
ktools primary release format is as source code, compilable under every platform using CMake, as per the instructions in the README. A Windows binary release is also included (the ZIP ending with "-win32").
When compiling from source, if libzip is found then the ktools are compiled with zip support, so that zip archives may be given as input in the same way directories may. The binary Windows release does not have zip support.
If you have issues running the Windows binary release, make sure you have Microsoft's Visual C++ 2013 Redistributable Package (the 32 bit version, that is, download the file called vcredist_x86.exe). It's very likely already installed, but in case of any errors first make sure that is in fact the case.
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.
By IpsquiggleThese are official sample mods developed by Klei. They are very small and barebones, in order to get you started with modding. These are meant to serve as a starting point only and are not complete mods on their own!
This mod demonstrates adding a new object to the world which can also be put in the player's inventory. For testing purposes, one is added to the player's pockets every time the game starts.
Use this as a starting place for your own characters! Contains template artwork for character animations, saveslot portraits, and more! Note: This will require TEX tools in order to create .tex files from the provided .png images.
Also note that the template for the bigportrait is in it's own zip file for download size reasons, but both samplecharacter.zip and samplecharacter_bigportrait.zip together make the Sample Character mod and templates.
A demonstration of very basic mod setup, including attaching a custom components and setting tuning variables.
By NycidianN Tools adds six clickable button to the HUD for testing utility.
Moves the time of day/night one step.
Time Jump +
Move you forward five days time.
Starts or stops rain and snow.
Sets sanity to zero or full.
This button allows you to dig through the game variables and sort them by variable type as well as looking at each tables children. All of this in a visual UI.
This button allows you to grant items to your character for easier testing.
By KuloslavIt's a very simple mod revealing the entire map in the game, regardless of the level at which we find ourselves. Despite the simplicity makes it easy modding or just makes the game lot easier.
Have a nice use.
Steam version: http://steamcommunity.com/sharedfiles/filedetails/?id=225675650&searchtext=
By DevilXDThis mod adds a Development Tool - It have been crated by Klei, to help with testing Don't Starve and RoG DLC. File "devtool.lua" can be found in vanilla game, in prefabs folder. This mod adds a remade version of it, that makes it possible to use in-game, along with couple of features.
- can be used as weapon (range: 20, about half of a screen; damage: 10000)
- can be used as axe, pick, shovel, hammer and net; every action is instant
- creates large light spot around a holder, or around lying spot
- provides health, hunger and sanity insta-regeneration
- provides heat in Winter and (if RoG is enabled) act as cooler in Summer
- act as Walking Cane, adding speed multiplier (about 2 times faster than normal)
- has built-in prototyper, so you can prototype stuff anywhere and anytime
- if you want to build anything, provides necessary resources
- act as blinkstaff (you can teleport to a chosen spot)
- almost every feature is configurable in mod configuration screen
I'm uploading it here as a mod, because it really helps testing mods. It doesn't have a crafting recipe (obviously), so, Here as a console command that you have to type in console to get it:
This mod is meant to be OP, because I made it to help testing mods...
Consider that before posting a comment...
Have fun with testing mods
Contenido de MOD´S
Always On Status
More Map Icons
El Paquete trata solo con unos cuantos mods que no alteran la
dificultad con del juego, si no solo cosas visuales que ayudan
de una manera sin afectar a el juego.
Los mods yo no los he creado, solo son una recopilación de ellos.
Echo por: OblanquitO
By CheerioThis is an example of a hat. This example requires the PC version of the 'Don't Starve Mod Tools'.
By CheerioThis is an example of an equippable item made in Spriter. This example requires the pc version of the Steam Workshop 'Don't Starve Mod Tools' to be installed.
Big thanks to the Waverly Mod Team for letting me use their art!
By CheerioThis script example makes all creatures you come across in the world follow you.
By soibatIn Don't Starve Shipwrecked, to backup your save game, you must copy all files from two locations:
- ...\Dont Starve Shipwrecked\bin\3DMGAME\Mr DJ\storage
Every time backup or restore, you must do the 1st and 2nd steps. For convenience, I create an application run in Windows that you can backup/recover easily with a by only one click.
Name player: input name of player properties.
Date Game: input date in game.
(Only Compatible With Windows due to How Finding File Works and I have no idea if Visual Basic programs work on Linux or Mac.)
Some when I will be adding new features based on suggestions and feedback, so if you have any then I want it!
By IpsquiggleThis mod demonstrates how to set up a language pack to be compatible with the mod system and with Steam Workshop. Language packs distributed this way will be easier to everyone to install and update!
For more information on creating a language pack, please read this thread.
By simplexThis sample mod provides a file, savable_infinity.lua, which when modimport'ed allows storing correctly the following numerical values as savedata:
Plus and minus infinity (i.e., math.huge and -math.huge);
NaN (Not a Number, i.e., the result of invalid arithmetical operations, such as 0/0).
The game's save system is patched transparently, so other than modimport'ing savable_infinity.lua no other steps need to be taken: simply feel free to store the above values in savedata.
The patching of the game's DataDumper function uses the fact that Don't Starve's savedata is simply Lua code to store these values as arithmetical expressions: plus infinity is saved as 1/0, negative infinity as -1/0 and NaN as 0/0. The method used for the patching is more hackish than I would like (making heavy use of Lua's debug library), but it is the cleanest method of doing so I could think of, other than simply overriding vanilla's dumper.lua.
The rest of the mode code, beyond savable_infinity.lua, is just a test suite to see the added functionality in action.
The file savable_infinity.lua is modimport'ed in modworldgenmain.lua, so that all savedata is stored correctly (but it can safely be modimport'ed in modmain.lua instead, if worldgen savedata is not a concern).
In modmain.lua, the global variable ENCODE_SAVES is set to false, causing save files to be stored as plain Lua instead of zip compressed Lua, allowing visual inspection of the saves' contents. Furthermore, modmain.lua adds the included infinitysavetest component to the world entity: this component simply returns the mentioned values in its OnSave method and checks the validity of the loaded savedata in its OnLoad method, which prints the following to log.txt:
../mods/SavableInfinity/scripts/components/infinitysavetest.lua(17,1) Running InfinitySaveTest:OnLoad() for [100013 - cave] ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'positive infinity'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'negative infinity'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'NaN'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(30,1) Ran InfinitySaveTest:OnLoad()
By zUsernameSteam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=596800985
Compatible with DS, ROG and SW.
Original link: https://steamcommunity.com/sharedfiles/filedetails/?id=222342168
Fixed by zUsername.
Created by Nadav.
By LeavenTEXTool v1.2 by Handsomematt
Converts Klei .tex files to .png
Re-uploading this because it seems to be unavailable. Hope it's ok and the original author did not want it taken off.
By IpsquiggleThis mod is made by Ipsquiggle at Klei to show off various features of the mod API.
This mod is not meant to be played. It is for scripting demonstration only.
I'll keep this up-to-date as I add functions to the API so you have an example of how they are used.
Updated for the Stuff of Nightmares release! Tonnes of new functions and examples to check out!
Tool to convert binary animation and build files to text and then back to binary again.
EXE command line program
README explaining the format
SampleAnimMod sample using custom files & raw files used to generate the sample
Not tested with every file
Not tested on other computers
Unlikely to work on non-windows machines
The current sample_prefab build.bin (missing text name in build file)
By shenyiYou must be familiar with the MOD
That's right. This is the ROG version of the mini furniture you want.
In this version of the MOD what is the use?
1: you can take your furniture around the map
2: when the four seasons BOSS comes, do not have to worry about the destruction of the house
3: of course, you can do whatever you want.
By CliffWHello Guys so i was working on a project which allows you to convert animation to scml with one file
it creates scml,textures and back ups the anim in the .zip
The Pack Includes Following Things: FMOD Studio,Texmod,Krane Converter,Spriter and some of my old scripts including old throne
Folders on Screenshot: Textures - Extracted Textures
Input - Put .zip files in here
Output - Has the converted scml ready to open with spriter
Texmod - Creating of .tex and Viewing it
FMOD Studio - Allows to edit audio to make it work with klei games
Spriter - Studio for Animating
And don't forget about reading ReadMe.txt
Newest Version Can be found here
By simplexSample mod showing how to add a custom tech branch. In this example, the fire pit is used as the prototyper for a recipe of rocks (in the Magic tab).
Due to a game change made to have recipes not requiring a prototyping structure cease to be prototypable (see this), unfortunately it was necessary to override the method Builder:KnowsRecipe() from the Builder component. More generally, the hardcoded logic in the Builder component prevented this implementation from being as clean and simple as I'd like. It is functional, nevertheless.
Thanks to Heavenfall for originally looking into this.
By darkestaxeSave this html file to your desktop and open it in a browser. It will automatically generate a calendar of Don't Starves moon cycles going out to day 200. Input whatever day you want moon cycles calculated out to.
I don't actually care if you put the file on your desktop or not, just put it somewhere that you can find it and open it.
Pigs will turn into werepigs on a full moon. Werepigs are very bad piggies and will likely attack you and kill you for no reason. This is also when woody becomes the doom incarnate of all vegetation.
The latest day I tested successfully was day 50,000. It was a very long calendar and the scroll-bar thingy was very small. If you intend to not starve for longer then 50k days then you may need a longer calender.
This script won't hack anything at all actually. It's not a hack, it just makes a calendar. Just go ahead and hit "run script" or open it in Firefox instead.
While transformed into a werebeaver, you should refrain from eating the berry bushes you planted earlier that day. Bad Werebeaver! bad. bad. bad. You go back to the firepit and starve back into Woody right now!
Leave comments if there's some functionality you would like added to this calendar. Making it was kinda fun.
By simplexThis mod shows how to add a custom tile (ground) type to the game, to the map and minimap.
The actual work is encapsulated in the file tile_adder.lua, which may just be plopped into your mod and modimport'ed. It exports the function AddTile(), whose usage is exemplified in modworldgenmain.lua (note, however, that the tile texture assets must be declared in modmain.lua).
As an example, a new tile type GROUND.MODTEST is added. The mod will also spawn in the player's inventory an infinite turf item which places the new tile type (to make testing easier, it does not require digging up the original turf with a pitchfork).
The numerical id passed as the second argument to AddTile (which becomes the value of GROUND.YOURNEWTILETYPE) must be unique, not conflicting with with game's own values (specified in vanilla's constants.lua) as well as with other mods. It must also be less than 128 (the value of GROUND.UNDERGROUND), otherwise the game assumes the new tile represents a wall type. The AddTile function checks the given numerical id for validity, raising an error if the check fails. With regard to intercompatibility between mods adding tiles, it is important to choose numerical ids not conflicting with the choice of other mods. Ideally the ids would be generated automatically and stored/restored as map savedata, but since mods run before any savedata is loaded this would add a number of pitfalls for the modder to be aware of, and generally increase the complexity of the code required for adding a new tile, so I kept the manual specification. The sample tile is added with an id of 80, while Up and Away uses consecutive ids starting from 64.
By JulesExpress your love for our hairy little friend with this brand new
Webber-Themed Animated Cursor Pack
Including 15 Cursors inspired by my favourite Don't Starve Character!
Precise enough to use at work and the survival-y feel of your favourite
game is finally complete with this original handdrawn Cursor Pack!
Also check out my other Cursor Packs!
Follow this link for a tutorial on how to install the cursors. Thanks to @iMCrafter