Echsrick Posted March 8 Author Share Posted March 8 ok now its good....i would say it was a relative succesfull week even if sometimes it was feeling like exhausting trying to figure out things...for next week i think just things that are left are well the most importand thing being the perks of: being able to throw the hammer with right click so it deals damage something simmilar to wolfgang dumbbel throw i think, maybe the throw can deal slightly more damage being able to hammer action faster and gain 5 sanity from completing it the monster tag so pigs attack and thank you for this journey 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1853476 Share on other sites More sharing options...
Echsrick Posted March 10 Author Share Posted March 10 monster tag is in, being able to right click to throw hammer? uhm i looked at the dumbbell file and uhm...looks too complicated as of now so lets do being able to faster hammer action and gain sanity from it at first i tried just adding this line thinkin it would be correct uhm...seems not correct, not even tried as of now adding sanity untill faster hammer is done hmm...crash is gone now but hammering is not any faster Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1853635 Share on other sites More sharing options...
Echsrick Posted March 10 Author Share Posted March 10 this works now now to figure out sanity restore of it... Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1853639 Share on other sites More sharing options...
Echsrick Posted March 10 Author Share Posted March 10 sanity is now being restored aswell last perk the custom hammer weapon being throwable with right click...the most complicated one it looks like Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1853643 Share on other sites More sharing options...
Echsrick Posted March 11 Author Share Posted March 11 lookin at a differend mod to see how to make the hammer throwable.... https://steamcommunity.com/sharedfiles/filedetails/?id=896539374&searchtext=throwing+weapon tried to copy some bit of it wich maybe seems like it.... local function DropWeapon(inst,attacker,target) local weapon=SpawnSaveRecord(inst.components.aimedprojectile.weapon) local sound=nil if target and target.components.workable and target.components.workable:CanBeWorked() and weapon.components.tool then if weapon.components.tool:CanDoAction(target.components.workable:GetWorkAction()) then target.components.workable:WorkedBy(attacker,1) if weapon.components.tool:CanDoAction(ACTIONS.MINE) then if target:HasTag("frozen") then sound="dontstarve_DLC001/common/iceboulder_hit" elseif target:HasTag("moonglass") then sound="turnoftides/common/together/moon_glass/mine" else sound="dontstarve/wilson/use_pick_rock" end elseif weapon.components.tool:CanDoAction(ACTIONS.HAMMER) then sound="dontstarve/wilson/hit" end end end weapon.Transform:SetPosition(inst.Transform:GetWorldPosition()) weapon.components.inventoryitem:OnDropped() if weapon.components.combat and target.components.combat and target.components.health and not (target:HasTag("player") or target:HasTag("companion") or target:HasTag("wall")) then if attacker.components.leader ~= nil and weapon.components.follower ~= nil then if attacker.components.minigame_participator == nil then attacker.components.leader:AddFollower(weapon) end end weapon.components.combat:GetAttacked(target,10) elseif weapon.components.combat and weapon.components.health then weapon.components.health:DoDelta(-10) end if sound then if weapon.SoundEmitter then weapon.SoundEmitter:PlaySound(sound) elseif target.SoundEmitter then target.SoundEmitter:PlaySound(sound) end end if weapon.components.finiteuses then weapon.components.finiteuses:Use((weapon.components.weapon.attackwear or 1) * weapon.components.weapon.attackwearmultipliers:Get()*inst.components.aimedprojectile.consumption) end there maybe some other words needed but i am not sure wich thing is related to the throwing part and what is not Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1853694 Share on other sites More sharing options...
Echsrick Posted March 25 Author Share Posted March 25 still not figured out how made the hammer throwable, but i got the next character artwise done the shy guy so theres somewhat progress Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856015 Share on other sites More sharing options...
Echsrick Posted March 26 Author Share Posted March 26 now lets see....slingshot...hmmm...if i find the data of the slingshot i could probably just add it into shy guy as it probably has like a tag so that only walter can use it, so just goin to add an extra shyguy tag or something i think Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856351 Share on other sites More sharing options...
Echsrick Posted March 27 Author Share Posted March 27 this archive thing with all sorts of data realy is difficult to look into, could not find slingshot there...maybe a mod that deals with the slingshot could help? Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856506 Share on other sites More sharing options...
Echsrick Posted March 27 Author Share Posted March 27 actual progress, was able to make him use slingshot and have him be able to craft it and ammo, just the basic skilltree less ones as it seems those or the like portable campfire need something else but thats what ever...maybe now lookin for wes balloon makin Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856525 Share on other sites More sharing options...
gaymime Posted March 27 Share Posted March 27 2 hours ago, Echsrick said: actual progress, was able to make him use slingshot and have him be able to craft it and ammo, just the basic skilltree less ones as it seems those or the like portable campfire need something else but thats what ever...maybe now lookin for wes balloon makin !!!! it'sa shy guy! 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856551 Share on other sites More sharing options...
Echsrick Posted March 28 Author Share Posted March 28 1 hour ago, gaymime said: !!!! it'sa shy guy! its indeed a shy guy, the second character, for hammer bro well...he kind of is finished just flavour of being able to right click to throw the hammer is realy all thats needs but its ok if i cant find anything about that just like shy guy being able to make balloons, means i have to draw the next character Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856599 Share on other sites More sharing options...
gaymime Posted March 28 Share Posted March 28 1 hour ago, Echsrick said: its indeed a shy guy, the second character, for hammer bro well...he kind of is finished just flavour of being able to right click to throw the hammer is realy all thats needs but its ok if i cant find anything about that just like shy guy being able to make balloons, means i have to draw the next character i suppose the boomarang is too much of a deviation? it is mechanically correct in every way except is is on a horizontal arching plane instead of a vertical one(though there are boomerang bros) 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856613 Share on other sites More sharing options...
Echsrick Posted March 28 Author Share Posted March 28 8 minutes ago, gaymime said: i suppose the boomarang is too much of a deviation? it is mechanically correct in every way except is is on a horizontal arching plane instead of a vertical one(though there are boomerang bros) thing is then the hammer if it does have boomerang propertys will not be able to be used as a mellee weapon, actualy originaly plan was with skill tree there be a skill that boomerangs do like 10 more damager and other skills with overheat resistance and freeze ressistance but...skill trees realy are a differend kind of beast so i just settle down with relative simple characters with not too much fluff goin for Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856615 Share on other sites More sharing options...
gaymime Posted March 28 Share Posted March 28 1 minute ago, Echsrick said: thing is then the hammer if it does have boomerang propertys will not be able to be used as a mellee weapon, actualy originaly plan was with skill tree there be a skill that boomerangs do like 10 more damager and other skills with overheat resistance and freeze ressistance but...skill trees realy are a differend kind of beast so i just settle down with relative simple characters with not too much fluff goin for fair! i hadnt really considered that 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856617 Share on other sites More sharing options...
Echsrick Posted March 28 Author Share Posted March 28 9 minutes ago, gaymime said: fair! i hadnt really considered that i mean right now i got 2 characters to a good spot right now, where i think there fine enought, i allready think i will not go make all 8 of those conchepts real...drawing all these art asets realy is draining especialy when i am alsol play testing someones fan game and bug report all of that kind of sorts and suggestions, so yea maybe only 4 or 5 of them will actualy be made depending on life stuff and all, but the 2 most importand hammer bro and shy guy are in a good spot wich is most importand because it represents me and...someone i hold dear to me 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856620 Share on other sites More sharing options...
Echsrick Posted March 28 Author Share Posted March 28 ha, when i was testing differend speeds for shy guy compared with default wilson i got some funny worlds the merms within pigs and the super berry farm Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1856735 Share on other sites More sharing options...
Echsrick Posted April 2 Author Share Posted April 2 so i got the next character done...now i want him to be realy basic pretty much, and think of him having a dash like wheeler has maybe and being able to craft rope, boards, and cutstone with 1 less needed of its respective resource to be able to be made....now again how is the question, normal refined resource crafts as a cheaper character exclusive alternative? and the whole dashing thing realy...thats realy the parts i feel helpless with Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1857326 Share on other sites More sharing options...
Echsrick Posted April 2 Author Share Posted April 2 i cant...i just cant figure out how to do something simple as that, i look at several differend mods and....i just cant get smart with it, i think i realy need help, just the cheaper refined crafts if anything realy, i am goin to break my head at this, a headace, that realy sould not of happend...argh.... Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1857339 Share on other sites More sharing options...
Haruhi Kawaii Posted April 5 Share Posted April 5 On 4/2/2026 at 11:07 AM, Echsrick said: i cant...i just cant figure out how to do something simple as that, i look at several differend mods and....i just cant get smart with it, i think i realy need help, just the cheaper refined crafts if anything realy, i am goin to break my head at this, a headace, that realy sould not of happend...argh.... It’s pretty simple if you just add a new recipe and make it character-exclusive, but that would result in having two identical items in the Refine tab with different ingredient costs. Hiding the original, more expensive recipe is actually quite a challenge (at least for me). I’ve tested the code below using AI, and it seems to be working. As for the Wheeler-style dash, I’d suggest reaching out to the author of that mod; it’s always easier when you can learn from those who have done it before. https://steamcommunity.com/sharedfiles/filedetails/?id=2399658326 Spoiler -- Configuration: add characters and recipes here -- Format: [original_recipe] = { tag = "builder_tag", recipe = "mod_recipe_name", ingredients = {...}, tech = TECH.xxx, tab = {"TAB"} } local DISCOUNT_RECIPES = { { original = "boards", tag = "yourtag", name = "boards_custom", product = "boards", ingredients = { Ingredient("log", 2) }, tech = GLOBAL.TECH.ONE, tab = { "REFINE" }, }, { original = "rope", tag = "yourtag", name = "rope_custom", product = "rope", ingredients = { Ingredient("cutgrass", 2) }, tech = GLOBAL.TECH.ONE, tab = { "REFINE" }, }, } local blocked = {} for _, entry in ipairs(DISCOUNT_RECIPES) do if blocked[entry.original] == nil then blocked[entry.original] = {} end blocked[entry.original][entry.tag] = true AddRecipe2(entry.name, entry.ingredients, entry.tech, { builder_tag = entry.tag, product = entry.product, }, entry.tab) end AddClassPostConstruct("components/builder_replica", function(self) local _KnowsRecipe = self.KnowsRecipe self.KnowsRecipe = function(self, recipe, ...) if type(recipe) == "string" then recipe = GetValidRecipe(recipe) end if recipe ~= nil then local tags = blocked[recipe.name] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end end return _KnowsRecipe(self, recipe, ...) end local _CanLearn = self.CanLearn self.CanLearn = function(self, recipename, ...) local tags = blocked[recipename] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end return _CanLearn(self, recipename, ...) end end) Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1858392 Share on other sites More sharing options...
Echsrick Posted April 5 Author Share Posted April 5 1 hour ago, Haruhi Kawaii said: It’s pretty simple if you just add a new recipe and make it character-exclusive, but that would result in having two identical items in the Refine tab with different ingredient costs. Hiding the original, more expensive recipe is actually quite a challenge (at least for me). I’ve tested the code below using AI, and it seems to be working. As for the Wheeler-style dash, I’d suggest reaching out to the author of that mod; it’s always easier when you can learn from those who have done it before. https://steamcommunity.com/sharedfiles/filedetails/?id=2399658326 Hide contents -- Configuration: add characters and recipes here -- Format: [original_recipe] = { tag = "builder_tag", recipe = "mod_recipe_name", ingredients = {...}, tech = TECH.xxx, tab = {"TAB"} } local DISCOUNT_RECIPES = { { original = "boards", tag = "yourtag", name = "boards_custom", product = "boards", ingredients = { Ingredient("log", 2) }, tech = GLOBAL.TECH.ONE, tab = { "REFINE" }, }, { original = "rope", tag = "yourtag", name = "rope_custom", product = "rope", ingredients = { Ingredient("cutgrass", 2) }, tech = GLOBAL.TECH.ONE, tab = { "REFINE" }, }, } local blocked = {} for _, entry in ipairs(DISCOUNT_RECIPES) do if blocked[entry.original] == nil then blocked[entry.original] = {} end blocked[entry.original][entry.tag] = true AddRecipe2(entry.name, entry.ingredients, entry.tech, { builder_tag = entry.tag, product = entry.product, }, entry.tab) end AddClassPostConstruct("components/builder_replica", function(self) local _KnowsRecipe = self.KnowsRecipe self.KnowsRecipe = function(self, recipe, ...) if type(recipe) == "string" then recipe = GetValidRecipe(recipe) end if recipe ~= nil then local tags = blocked[recipe.name] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end end return _KnowsRecipe(self, recipe, ...) end local _CanLearn = self.CanLearn self.CanLearn = function(self, recipename, ...) local tags = blocked[recipename] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end return _CanLearn(self, recipename, ...) end end) hmmm, what if its just inside there character crafts instead? seperated? like not filter "refine" but character filter instead? inside the script folder? like maybe that works, i could copy this....and see later when i get the time for it...only confusing parts are these at that point i guess its like trying to remove the old versions wich...its ok if i am not able to remove it fully, if there seperated in craft filters still, wheeler thing i too can ask later and maybe get info on that, thank you! local blocked = {} for _, entry in ipairs(DISCOUNT_RECIPES) do if blocked[entry.original] == nil then blocked[entry.original] = {} end blocked[entry.original][entry.tag] = true AddRecipe2(entry.name, entry.ingredients, entry.tech, { builder_tag = entry.tag, product = entry.product, }, entry.tab) end AddClassPostConstruct("components/builder_replica", function(self) local _KnowsRecipe = self.KnowsRecipe self.KnowsRecipe = function(self, recipe, ...) if type(recipe) == "string" then recipe = GetValidRecipe(recipe) end if recipe ~= nil then local tags = blocked[recipe.name] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end end return _KnowsRecipe(self, recipe, ...) end local _CanLearn = self.CanLearn self.CanLearn = function(self, recipename, ...) local tags = blocked[recipename] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end return _CanLearn(self, recipename, ...) end end) Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1858410 Share on other sites More sharing options...
Haruhi Kawaii Posted April 5 Share Posted April 5 3 hours ago, Echsrick said: hmmm, what if its just inside there character crafts instead? seperated? like not filter "refine" but character filter instead? inside the script folder? like maybe that works, i could copy this....and see later when i get the time for it...only confusing parts are these at that point i guess its like trying to remove the old versions wich...its ok if i am not able to remove it fully, if there seperated in craft filters still, wheeler thing i too can ask later and maybe get info on that, thank you! local blocked = {} for _, entry in ipairs(DISCOUNT_RECIPES) do if blocked[entry.original] == nil then blocked[entry.original] = {} end blocked[entry.original][entry.tag] = true AddRecipe2(entry.name, entry.ingredients, entry.tech, { builder_tag = entry.tag, product = entry.product, }, entry.tab) end AddClassPostConstruct("components/builder_replica", function(self) local _KnowsRecipe = self.KnowsRecipe self.KnowsRecipe = function(self, recipe, ...) if type(recipe) == "string" then recipe = GetValidRecipe(recipe) end if recipe ~= nil then local tags = blocked[recipe.name] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end end return _KnowsRecipe(self, recipe, ...) end local _CanLearn = self.CanLearn self.CanLearn = function(self, recipename, ...) local tags = blocked[recipename] if tags ~= nil then for tag, _ in pairs(tags) do if self.inst:HasTag(tag) then return false end end end return _CanLearn(self, recipename, ...) end end) Ah, if it's in the character tab, you just need to use AddCharacterRecipe. You can refer to this article; my code above was just trying to make it work similarly to how Woodie crafts boards with fewer resources. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1858439 Share on other sites More sharing options...
Echsrick Posted April 5 Author Share Posted April 5 i dont get it, why is it made weird? it realy is not helpfull when every example looks differend, other mods look differend in how they do it, your example looks differend, and that other gues example looks differend, why does it all look differend i cant do it, i realy cant do anything, that just realy confusing my brain that i cant even do it Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1858522 Share on other sites More sharing options...
Echsrick Posted April 5 Author Share Posted April 5 wait, some progress, weird progress i made rope for the mod character only and cheaper but somehow it made it so no one else could make normal rope found the fix now mod character got his cheaper alternatives in his character filter and the other characters can still do there old ropes, now i can just copy these lines and replace words with boards and so on 1 Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1858565 Share on other sites More sharing options...
Haruhi Kawaii Posted April 6 Share Posted April 6 7 hours ago, Echsrick said: i dont get it, why is it made weird? it realy is not helpfull when every example looks differend, other mods look differend in how they do it, your example looks differend, and that other gues example looks differend, why does it all look differend i cant do it, i realy cant do anything, that just realy confusing my brain that i cant even do it I recommend using VS Code with the LuaHelper extension. It provides immediate syntax error feedback, so you won't launch the game with broken code like when using Notepad++. It also supports many other extensions for AI assistance and code formatting. For faster testing, use mods that generate tiny maps (like a small island), AFK mods, and disable Caves to significantly reduce loading times. Additionally, install the Better Crash Screen client mod; in many cases, it allows you to reload your save or the game directly after a crash without wasting too much time. Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1858592 Share on other sites More sharing options...
Echsrick Posted April 10 Author Share Posted April 10 next one done with the art at least hmm...lets see...i think it be easyer if i know how i can find files for existing characters to make him have fire and overheat protection like willow aswell as him not gain or lose health from food like wormwood, but how? Link to comment https://forums.kleientertainment.com/forums/topic/169938-how-does-makin-mods-even-work/page/3/#findComment-1859973 Share on other sites More sharing options...
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