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 CheerioThis is a template character for Don't Starve. Instructions on how to use this template can be found here.
By MobbstarUpdated version of Kzisor's tileset for the modding program "Tiled". Usage is explained thoroughly in Jack Slender's (outdated) tutorial thread. Keep in mind that this tileset is 64x64 before creating your setpiece and importing it!
All tiles up until the first "wall" are basegame surface. All tiles after the first "wall" and before "fake" are basegame caves. All tiles from "fake" on are shipwrecked (not available in DST). "WALL" tiles are invalid, as they aren't meant for flooring. "FAKE (DST)" is the fake floor in DST (used in Atrium), but the beach sand in sW. "Lava" is defined as volcano lava, but doesn't actually exist. The empty purple frames are undefined and thus invalid. The tiles should all be recognisable, feel free to ask if unsure.
By FidooopTo anyone using this mod to create their mod leave a comment here or
that will allow me to put your mod in a list of "mods helped"
By CheerioThis is an example of how to create a custom character animation. Instructions on how to use this example can be found here:
Tutorial: Adding a Custom Idle Animation
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 CheerioThis tutorial shows you how to create your very own mod!
Instructions on using the tutorial:
1. Download and extract the mod to your mods folder.
2. Open and follow the instructions in 'readme_tutorial_1.txt'.
By CheerioThis tutorial will teach you how to create a mod which replaces the music in 'Don't Starve'. For this tutorial, we're going to replace the main menu music.
To follow this tutorial, download and extract this mod to your 'mods' folder and jump to the tutorial page here.
By carlperkinsAs I found Lunar Calendar from darkestaxe some days ago I found it very useful. But I couldn't find any calendar, table, chart or whatever for the season cycles, neither here nor elsewhere on the net. So I decided to write my own in MS Excel.
Feel free to change the worksheet and the script to your needs.
Thanx for the nice comments.
F... this voting system. I accidentally gave myself 2 stars and can't adjust this anymore Please could some users who like my tool vote for it?
Hopefully this version is the final one.
Thanx for voting.
Due to the amazing Season Clock mod my tool is obsolete:
Thanx again for all your feedback.
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 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 is an example of a hat. This example requires the PC version of the 'Don't Starve Mod Tools'.
By CheerioThis script example makes all creatures you come across in the world follow you.
By squeekA working example of the tips/tricks detailed in this thread: http://forums.kleientertainment.com/index.php?/topic/29599-code-tips-and-tricks/
By MalacathThis is a simple sample mod for adding your custom minimap icons. Nothing fancy, but the more samples the better.. I guess.
By simplexThe mod formerly known as "simplex testing".
Its goal is to aid in mod testing (being aimed at modders), focusing on being extensible through custom code to suit a particular purpose.
To add custom code, place it in a file inside submodules/ and add that file's name (minus the ".lua" extension) to the Submodules.Include call in modmain.lua. Such code will have access to the variable imports performed in imports.lua and the conveniences defined in conveniences.lua, alongside the usual mod environment capabilities.
The default submodules do (at least) the following:
Enable debug keys.
Add a new row of buttons to error screens, with a button for reloading the game state (like the previous mod) and another one for going straight to the main menu (without any saving).
Run consolecommands.lua and export a few additional console utilities, listed below.
Export an utility function called regen_level(), which regens the current level (erasing it).
The additional console functions are:
This mod will be listed as outdated in the Steam version. This is necessary to keep compatibility with standalone.
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 KuloslavFrom Modder for modders.
With these files the food out of the crock pot will be visible in the game. It's probably enough for a description.
Compatibility: there are no problems with the other mod
files needed for the mod (catalogs)
information on how to install (install_how_to.txt)
guide on how to use (tutorial.pdf)
I wish you all a great amount of mods. If you have any questions, please write to priv or leave comments.
Guide is also available on forum: http://forums.kleien...l-modification/
By BigfootThis is Klei's internal tool for converting textures into our in-game format.
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.
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.
Discuss this Mod
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 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 squeekThis is obsolete! This mod's changes have been incorporated into Don't Starve as of the May 24th, 2014 patch (Rev. 102535)
An example mod that implements a fix for modded crockpot recipe results being invisible.
See this thread for more information.
By MalacathThis is just a sample of a spriter file which creates an anim that is compatible with hats.
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