[Template/Tutorial] Custom crafting tab and items


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Yakuzashi    94

Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots).

Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further.

I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools:

ktools: Cross-platform modding tools for Don't Starve 4.4.0

and if you don't understand it yet, check this out:

[TUTORIAL] How to use Krane from Ktools

Work of the Old Masters

[Tutorial] Using Extended Sample Character Template

[Tutorial] Creating a "handslot-equippable-item" from scratch

Hat Example 1.0


I hope you will find it useful my dear Newcomers.


Of course I forgot to attach template.

There you go.

Custom items and item tab [tutorial].rar



Help me! My item is invisible in game!

What to do if your game doesn't crash but your custom item is invisible?
1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function.


ex.    Asset("ANIM", "anim/name.zip"),

2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format.


Edited by Yakuzashi
Bottom of the tutorial + volume reduction
  • Thanks 4

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Yakuzashi    94

I guess it's installation related issue. Do you have Microsoft's Visual C++ 2013 Redistributable Package on your computer? It's very important for ktools in order to work.

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ry3bread    4
On 2020-02-21 at 4:10 PM, Pinkamena11FazP said:

I do have it but it just refuses to load up

Try using the full path in your commands. For me krane won’t work otherwise even though it’s in my env variables.

Thinking about it now, might help if you move krane higher (closer to first) in your path variables. Referencing it as ‘krane’ might be resolving okay, but you may be getting a dependency (also from path) that windows thinks is identical but isn’t.

Maybe getting the one packaged with krane is why only the direct fullpath method works (assuming it does for you). Let me know what you find out, good luck 

Edited by ry3bread

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ry3bread    4
On 2020-03-11 at 2:01 PM, Pinkamena11FazP said:

Is it the location like C:/(name)/ktools/ktools ?


Yep wherever you unzipped it to! For me it’s C:/ktools/krane.exe. Depends on whether you ended up with a redundant directory when you unzipped. Whatever the path up to and including krane.exe is.


For example my commands look like:

“C:/ktools/krane.exe” anim.bin build.bin .

Notice the period at the end, that’s because I like to cd to the unzipped asset folder before running the command, and the . is where you specify where the dump should go. Often, a dot means the folder where you’re executing the command. If you don’t go that route, you’ll have to type the full paths of the anim and build, and then likely again for the output parameter at the end, so I prefer that way. 


If you can verify for me that your krane works, I can send you an “easy krane” tool that I use personally. I think you’ll  like how simple it makes the process. 

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