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Modding Tools, Tutorials & Examples

88 files

  1. Extended Sound Mod Tutorial

    Based on this:
    This project is a complimentary one to help you understand FMOD, and to give you an idea of how to make complex sounds.
    Open the README.txt for more info.

    118 downloads

    0 comments

    Submitted

  2. [Library] Client Data

    library that sends data between the clients without server code. This is very useful when you want to create a client mod and send something to other players with your mod. You can find how to use it here:
     

    81 downloads

    0 comments

    Submitted

  3. Klei Tools

    Hello 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
    https://gitlab.com/CliffW/Klei-Dough-Tools
     
     
     
    Klei Tools.rar

     

    873 downloads

    8 comments

    Updated

  4. Save game of base demonstrating a few advanced concepts.

    This is an example I was asked to provide for a reader on the subreddit. It is a bit starved for power approaching the late game but otherwise demonstrates some management and automation concepts, as well as a solid format for a modular base. Download, critique, whatever.

    64 downloads

    0 comments

    Submitted

  5. TextureConverter

    This is Klei's internal tool for converting textures into our in-game format.
    NOTE:
    This tool comes with a big Buyer Beware! This is a development tool and not end user friendly. As you've discovered there is virtually no error checking because we use it in a very narrow set of circumstances and those are well debugged.
    Also please note the game engine only supports ARGB/DXT1/3/5.
    Hey all,
    I see that many of you are looking to create .tex files for the game to load. I've discussed it with the team, and we're releasing our own Texture Converter for you to use.
    Have fun!
    USAGE:



    Discuss this Mod

    1783 downloads

    5 comments

    Updated

  6. Language Sample Mod

    This 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.

    2693 downloads

    9 comments

    Updated

  7. Custom Tile Adder

    This mod can be used as a template for custom ground tiles for Don't Starve Together. I use it in the Green World. The main logic implemented in two files:
    tileadder.lua — provides two functions: AddTiles() and AddMinimap(); tiledescription.lua — contains parameteres for new tiles. Function AddTiles() should be called from the modworldgen.lua, function AddMinimap() should be called from the the modmain.lua. Ground ID is not required, the tile adder calculates it automatically; this provides high compability with any other custom tile mods. Turf prefab is also generated by the tile adder, but you need to set build/icon/anim/any other prefab data with AddPrefabPostInit() function in the modmain file.
    Five steps to add new tile:
    Pick the name for you tile; Place ground texture (resolution 512x512, name «noise_yourtilename») and minimap texture (resolution 256x256, name «mini_noise_yourtilename») in the «images/textures» folder; Add string «yourtilename = { }» to the tiledescription.lua file; Add AddPrefabPostInit() function to set inventory images for your tile; Test it! More information you can find in the tiledescription.lua file. As an example, two custom ground tiles (Jungle and Tech) are added. 

    142 downloads

    2 comments

    Updated

  8. Don't Starve Lunar Calendar In Javascript

    Save 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.
    Notes:
    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.
    Internet Explorer may block content from the lunar calendar. It's blocking Javascript which is the programming language used to generate the calendar. I promise it won't hack your computer and install pop-up advertisements for "Over 100 horney chicks in your area can't wait to chat with you right now!"
    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.
    Don't Starve.

    3344 downloads

    7 comments

    Submitted

  9. Critcode

    This code is designed for Don't Starve Together to allow for critical hits and items with critical hit properties.
    By design this allows all mobs the potential to be able to crit if they have crit chance greater than 0
    Using inst.components.combat:SetCrit(critchance, critdmg, critfn) we can define a basic crit settings for a mob.
    Currently equipment have crit variables as inst.variables rather than component ones.
    Some fun examples if you have a hat that has crit chance, we can give it to a pigman and he'll be able to crit.
    Currently tested on a caves enabled server and works as advertised.
     
    Suggestions and bugs found for improvements welcome.

    27 downloads

    0 comments

    Updated

  10. Test Mod

    modinfo.lua
    modmain.lua

    69 downloads

    0 comments

    Updated

  11. The Forge Creatures

    The Forge Creatures. Boarrior not included.
    Boaron Peghook Turtillus Elemental Snapper Boarilla Prefabs "strange_scorpion_tfc", "lizardman_tfc", "spiky_turtle_tfc", "hatty_piggy_tfc", "flame_elemental_tfc", "spiky_monkey_tfc"
    Creatures weren't full tested or balanced in normal game.
    May be someone can use it.

    367 downloads

    1 comment

    Updated

  12. N Tools

    N Tools adds six clickable button to the HUD for testing utility.
    Time Jump
    Moves the time of day/night one step.

    Time Jump +
    Move you forward five days time.

    Start/Stop Precip
    Starts or stops rain and snow.

    Go Invincible/Vulnerable
    Toggles invincibility.

    Go Insane/Sane
    Sets sanity to zero or full.

    Dig
    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.

    Wish
    This button allows you to grant items to your character for easier testing.

    12759 downloads

    27 comments

    Updated

  13. Smarter Crock Pot

    Steam 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.

    11169 downloads

    8 comments

    Updated

  14. Twitch Plays Together Action Template

    Mod template for add-on actions to Twitch Plays Together mod.

    658 downloads

    2 comments

    Submitted

  15. Mini Furniture FOR ROG

    You 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. 

    SW version:http://steamcommunity.com/sharedfiles/filedetails/?id=578820740


    458 downloads

    8 comments

    Submitted

  16. Creature Mod Tutorial 2 - Spawning a Creature

    This tutorial shows you how to spawn a creature at the player's position!
    Instructions on using the tutorial:
    1. Download and extract the mod to your mods folder.
    2. Open and follow the instructions in 'readme_tutorial_2.txt'.
    Happy modding!

    1247 downloads

    5 comments

    Updated

  17. Backup your saves game

    In Don't Starve Shipwrecked, to backup your save game, you must copy all files from two locations:
    -  C:\Users\USERNAME\Documents\Klei\DoNotStarve\save
    - ...\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 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.)
    Somewhen I will be adding new features based on suggestions and feedback. So if you have any suggest, please give it to me!

    536 downloads

    9 comments

    Updated

  18. Map Revealer 1.0.3 and [DST] Map Revealer 1.0

    It'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=

    49602 downloads

    27 comments

    Updated

  19. Weapons armour values

    Show all the values releated with weapons, armour, tools.
    Make more or less the same that detailed tooltips and values plus
    enjoy

    2784 downloads

    1 comment

    Submitted

  20. Supervivencia Natural

    -Supervivencia Natural-



    Contenido de MOD´S

    Always On Status
    Architectural Geometry
    Auto planting
    Damage Indicators
    DisplayFoodValues
    Follower Badges
    FOV
    MemSpikeFix
    MinimapHUD
    More Map Icons
    Seasonclock
    Sort Inventory
    Spanishv7.0DLC
    Wormhole Marks



    -Supervivencia Natural-



    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

    7604 downloads

    11 comments

    Updated

  21. Creature Mod Tutorial 4 - Locomotion

    This tutorial will show you how to make your character run through the world!
    Instructions on using the tutorial:
    1. Download and extract the mod to your mods folder.
    2. Open and follow the instructions in 'readme_tutorial_4.txt'.
    Happy modding!

    1005 downloads

    1 comment

    Updated

  22. HUD Hotkey

    Feel almighty as you toggle the GUI at the push of a button.
    Configurable in-game to set your own shortcut.

    114 downloads

    0 comments

    Submitted

  23. 17 comments

    Updated

  24. TEXTools: Mac Port

    These are Mac versions of Handsome Matt's mod tools, TEXCreator and TEXTool. All I have done to them is wrap them in Wine and added icons. They work on my machine, and hopefully they will work on yours.
    The wrapping process unfortunately makes the files very large (~400mb unzipped), so I have compressed and split the files to be able to make them available here. If you would rather make wrappers yourself instead of download them, the process is very easy.
    1. Download and open Wineskin Winery as well as Matt's tools (above).
    2. Create a new blank wrapper using the latest engine (I used WS9Wine1.9.21). For simplicity's sake, you can only run one file per wrapper, so name it TEXCreator or TEXTool depending on what you're after.
    3. When prompted, say YES to installing Mono (which emulates the Microsoft.NET framework necessary to run the programs, and is why the files are so large) and NO to installing Gecko.
    4. When done, open the resulting wrapper. You should get a dialogue that has an "Install Software" button on it. (If you don't, option-click on the wrapper, select "Show Package Contents," and click on Wineskin.app.
    5. In the next dialogue, click "Move a Folder Inside," browse to the folder containing Matt's tools, and select it.
    6. When prompted, pick the appropriate EXE for the wrapper you are creating.
    7. Close all Wine dialogue buttons, and try opening your app. If all is well, the programs should run and behave the same way they do on Windows. I know very little about Wine and if you have problems, I cannot help you resolve them.
    I hope you find these programs useful!

    822 downloads

    0 comments

    Updated

  25. Sample mod: Custom tile/ground types

    This 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).
    WARNING!
    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.

    394 downloads

    6 comments

    Updated

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