simplex Posted July 5, 2013 Share Posted July 5, 2013 Where on earth is the mods folder?It's not on earth, as it exists only in cyberspace.And if this reply didn't help you, just check one of the several stickies that answer your question. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-232465 Share on other sites More sharing options...
Flekrad Posted July 5, 2013 Share Posted July 5, 2013 Windows 64bitC:\Program Files (x86)\Steam\steamapps\common\dont_starve\modsWindows32bitC:\Program Files\Steam\steamapps\common\dont_starve\mods Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-232559 Share on other sites More sharing options...
tehMugwump Posted July 5, 2013 Share Posted July 5, 2013 Stand-alone PC: C:\Program Files\DontStarve\modsWindows 64bitC:\Program Files (x86)\Steam\steamapps\common\dont_starve\modsWindows32bitC:\Program Files\Steam\steamapps\common\dont_starve\mods Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-232724 Share on other sites More sharing options...
loganater12 Posted July 5, 2013 Share Posted July 5, 2013 wah. still not working. thank you tehmugwump for stand alone version. the only folder like that one is called DoNotStarve, and the dont starve folder just has the game and the uninstaller. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-232959 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 5, 2013 Author Developer Share Posted July 5, 2013 Ipsquiggle,Could you add the possibility of specifying a vanilla game texture as the mod icon? I'd like to avoid repackaging textures that are already in the game, especially to not have to make license exceptions to them.To be clear: You're asking if the icon can from from one of our atlases rather than a specified one? I removed that originally to prevent confusing behavior between mods when they all have 'modicon.tex' in them, but it would definitely be better if you could use standard assets. I'll give it a poke.Regarding assets in mods: We don't mind our assets and scripts getting repackaged, especially if a mod relies on a specific version of a piece of art, as this prevents the mod from breaking if we ever change the art or its atlas. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-232999 Share on other sites More sharing options...
simplex Posted July 5, 2013 Share Posted July 5, 2013 To be clear: You're asking if the icon can from from one of our atlases rather than a specified one? I removed that originally to prevent confusing behavior between mods when they all have 'modicon.tex' in them, but it would definitely be better if you could use standard assets. I'll give it a poke.Regarding assets in mods: We don't mind our assets and scripts getting repackaged, especially if a mod relies on a specific version of a piece of art, as this prevents the mod from breaking if we ever change the art or its atlas.Yes, that's what I'm asking. I can see why you set it up the way it is now, ensuring that paths are taken relative to MODROOT to prevent clashes between mods. But being able to specify a standard asset would be really nice. Thank you for taking a look into it! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-233210 Share on other sites More sharing options...
simplex Posted July 6, 2013 Share Posted July 6, 2013 Ipsquiggle, I don't want to overload you with requests, but I have another one (of secondary nature) for when you have the time: a function that acts just like modimport() but that returns the loaded file as a function instead of running it directly. It could be implemented just like modimport(), changing only its last line from "result()" to "return result".I ask this because being able to pass parameters and above all retrieve return values from files goes a long way in aiding code encapsulation. Being able to setfenv the loaded file is also a big plus (the configuration system I use in my mods relies deeply on that). I call it a secondary request because it's not like this feature is really unavailable. Currently, it can be done by calling GLOBAL.kleiloadlua() directly. The problem with this approach is that it throws code sandboxing out of the window. So while this is by no means "urgent", eventually having a safer alternative would be nice. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-233541 Share on other sites More sharing options...
mitboy Posted July 8, 2013 Share Posted July 8, 2013 Sorry for my bad English. Me need a help. I use this image from the files of the game: And tried to download to your archive. Then, from the archives of the game "Wendy" I uploaded the file build.binI thought the sample character will be Wendy (I want that view Wendy's, not yours blank) But the sample character was invisible in the game. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-236612 Share on other sites More sharing options...
zeidrich Posted July 8, 2013 Share Posted July 8, 2013 You will not be able to use that image with the sample character mod. You'll want to use the template_player_character.png template and edit it. If necessary you can move the pieces from the wendy texture you have there into place there, but you might have difficulty identifying the pieces. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-236781 Share on other sites More sharing options...
mitboy Posted July 8, 2013 Share Posted July 8, 2013 Everything is terrible Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-236789 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 8, 2013 Author Developer Share Posted July 8, 2013 Sorry for my bad English. Me need a help. I use this image from the files of the game: [ATTACH=CONFIG]11165[/ATTACH]And tried to download to your archive. Then, from the archives of the game "Wendy" I uploaded the file build.binI thought the sample character will be Wendy (I want that view Wendy's, not yours blank) But the sample character was invisible in the game.Every texture and build are paired together, so if you use this Wendy texture, you MUST use the build.bin and anim.bin from wendy.zip as well. If you use the Wod texture or the template texture, then you must use the anim.bin and build.bin from wod.zip.Currently, if you want the character to have a different name (such as something other than Wendy) you have to use the build renamer as well. http://forums.kleientertainment.com/showthread.php?21066-Creating-your-own-character/page2&p=199916#post199916 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-236826 Share on other sites More sharing options...
mitboy Posted July 8, 2013 Share Posted July 8, 2013 (edited) This I did! I uploaded in the archive texture and animation. But the character is invisible. Edited July 8, 2013 by mitboy Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-236841 Share on other sites More sharing options...
mitboy Posted July 8, 2013 Share Posted July 8, 2013 You can fix this? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-237091 Share on other sites More sharing options...
eLe Posted July 9, 2013 Share Posted July 9, 2013 Will there be (is there?) a way to add icons to the minimap without overwriting minimap_atlas? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-237383 Share on other sites More sharing options...
tehMugwump Posted July 9, 2013 Share Posted July 9, 2013 (edited) [MENTION=55]Ipsquiggle[/MENTION], et all, is there a way to pull an image out of an anim .zip and display in a Child(Image... ?Here's what I'm using in Test Tools to show a preview of the inventory items and it works perfect:(first image is a frame image)function self.itemSpinner:OnChanged(data)this.working.itemPrefab = datathis:UpdateSelectedItem()self.image = self:AddChild(Image("data/images/ui.xml", "portrait_bg.tex"))self.image:SetPosition(115,-250,0)self.image = self:AddChild(Image("data/images/inventoryimages.xml", data.. ".tex"))self.image:SetPosition(115,-250,0)but how to get a static image out of the anim files to do the same (and of course the naming convention of the files varies all over the place too)?function self.entitySpinner:OnChanged(data)this.working.entityPrefab = datathis:UpdateSelectedEntity()self.image = self:AddChild(Image("data/images/ui.xml", "portrait_bg.tex"))self.image:SetPosition(115,-325,0)self.image = self:AddChild(Image("data/anim/" ..data.. "_build.zip", data.. ".tex"))self.image:SetPosition(115,-325,0)end Edited July 9, 2013 by tehMugwump Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-237460 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 9, 2013 Author Developer Share Posted July 9, 2013 You can fix this?Can you run your game with the invisible character, and then post the logfile at Documents/Klei/DoNotStarve/log.txt so we can see what the error might be? Posting a zipped copy of your mod folder would help as well. Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-238471 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 9, 2013 Author Developer Share Posted July 9, 2013 Will there be (is there?) a way to add icons to the minimap without overwriting minimap_atlas?It looks like there currently isn't a way; I'll add this to my list of fixes. Thanks. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-238479 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 9, 2013 Author Developer Share Posted July 9, 2013 @Ipsquiggle, et all, is there a way to pull an image out of an anim .zip and display in a Child(Image... ?You can't exactly pull an image from an anim, but you can play an anim in the UI:require("uianim")local my_anim = self:AddChild(UIAnim())my_anim:GetAnimState():SetBank("bank_name")my_anim:GetAnimState():SetBuild("build_name")my_anim:GetAnimState():PlayAnimation("idle")my_anim:SetPosition(xpos, ypos, 0)As far as naming conventions... I can't think of any clever way to handle all the names 'automatically'. :\ I'd probably end up doing something like this:imagedata = { cutgrass = {type="INV_IMAGE"}, pigman = {type="ANIM", bank="pigman", build="pigman_build", anim="idle"},}if imagedata[[COLOR=#333333]data[/COLOR]].type == "INV_IMAGE" then [COLOR=#333333]self.image = self:AddChild(Image("data/images/[/COLOR][COLOR=#333333]inventoryimages[/COLOR][COLOR=#333333].xml", data..".tex"))[/COLOR] --etc.elseif imagedata[[COLOR=#333333]data[/COLOR]].type = "ANIM" then self.image = self:AddChild(UIAnim()) self.image:GetAnimState:SetBank( imagedata[[COLOR=#333333]data[/COLOR]].bank ) --etc.endNot automatic, but straight-forward at least. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-238497 Share on other sites More sharing options...
tehMugwump Posted July 9, 2013 Share Posted July 9, 2013 (edited) Getting closer: The anim files that are actually named consistently (hound, build = hound, bank = hound) work great (see image).function self.entitySpinner:OnChanged(data)this.working.entityPrefab = datathis:UpdateSelectedEntity()self.image = self:AddChild(Image("data/images/ui.xml", "portrait_bg.tex"))self.image:SetPosition(115,-325,0)require("uianim")local my_anim = self:AddChild(UIAnim(data))my_anim:GetAnimState():SetBank(data)my_anim:GetAnimState():SetBuild(data)my_anim:GetAnimState():PlayAnimation("idle")my_anim:SetPosition(115,-325,0)others like krampus, manrabbit, monkey (and about 70% of the rest) follow no naming convention that I can predict.If I understand how these entities are placed, their name is their LUA file and from there, the correct info is grabbed. Makes it very hard to place an image from those ANIM files when their names vary from the LUA name...If the ANIM file could be derived from the LUA file for my purposes.... Edited July 9, 2013 by tehMugwump Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-238565 Share on other sites More sharing options...
novamouy17 Posted July 10, 2013 Share Posted July 10, 2013 how do you download a mod I have a windows 7 laptop. I download mods from the mod section and it goes to my download file and then I open it but after that I have no idea what to do next..... Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-239600 Share on other sites More sharing options...
eLe Posted July 10, 2013 Share Posted July 10, 2013 how do you download a mod I have a windows 7 laptop. I download mods from the mod section and it goes to my download file and then I open it but after that I have no idea what to do next.....Standalone version goes in (default) "C:\Program Files (x86)\dont_starve\mods\"; Steam version goes in (default) "C:\Program Files (x86)\Steam\steamapps\common\dont_starve\mods"; Chrome version does not support modding.Just unzip the [ModName] folder to the "[...]\mods" folder and run the game. UuU Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-239616 Share on other sites More sharing options...
Ruby~~ Posted July 10, 2013 Share Posted July 10, 2013 I'm sorry to ask this question again, but, is there anybody know how to make items (in inventory) give out light? I copied some code from the heat stone but it cannot work. And, where can I find the function "AddLight()"?Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-239702 Share on other sites More sharing options...
catnanners Posted July 10, 2013 Share Posted July 10, 2013 :disturbed:Question how do you get mods into the game cause I downloaded them it wont work for me plz help. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-239832 Share on other sites More sharing options...
eLe Posted July 10, 2013 Share Posted July 10, 2013 :disturbed:Question how do you get mods into the game cause I downloaded them it wont work for me plz help.What do you mean "get them in game"? Did you put the mod folder in "[...]\dont_starve\mods\"? If so, you need to enable the mod in the "Mod" menu on the main screen right after you load up Don't Starve. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-239837 Share on other sites More sharing options...
catnanners Posted July 10, 2013 Share Posted July 10, 2013 I know how to enable mods but I just don't understand what to do. By the way is it true their putting workshop for steam. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/15/#findComment-239846 Share on other sites More sharing options...
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