tehMugwump 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..... [MENTION=5291]novamouy17[/MENTION], [MENTION=65394]catnanners[/MENTION], download your mod, find your mod directory (dont_starve\mods), double-click the download zip/rar file, DRAG the enclosed mod directory to dont_starve\mods.That's it. Run the game and go into the Mod loader screen and 'enable' the mod.More reading if you run into trouble >> Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-239903 Share on other sites More sharing options...
mitboy Posted July 10, 2013 Share Posted July 10, 2013 [ATTACH]11275[/ATTACH]For some reason, the archive does not appear after I upload it.log.txt Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-239957 Share on other sites More sharing options...
tehMugwump Posted July 10, 2013 Share Posted July 10, 2013 (edited) [ATTACH]11275[/ATTACH]For some reason, the archive does not appear after I upload it. [MENTION=39960]mitboy[/MENTION], have you read this tutorial >> ?Your log file won't show anything about uploading a mod.If you're having these kinds of troubles uploading and downloading, you really need to study the tutorials and forum threads on the site first, to learn how all this works. Edited July 10, 2013 by tehMugwump Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-240019 Share on other sites More sharing options...
tehMugwump Posted July 10, 2013 Share Posted July 10, 2013 (edited) 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! [MENTION=52919]Ruby~~[/MENTION], I have not seen an inventory item give off light (if that's what you're talking about). I don't think it's even possible.If it's just a regular object/prefab on the ground or in use, use this code in the prefab: local light = inst.entity:AddLight() light:SetIntensity(INTENSITY) light:SetRadius(2) light:SetColour(255/255, 255/255, 1/255) light:Enable(true) Edited July 10, 2013 by tehMugwump Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-240024 Share on other sites More sharing options...
mitboy Posted July 10, 2013 Share Posted July 10, 2013 [MENTION=39960]mitboy[/MENTION], have you read this tutorial >> ?Your log file won't show anything about uploading a mod.If you're having these kinds of troubles uploading and downloading, you really need to study the tutorials and forum threads on the site first, to learn how all this works.Oh. Does not matter. My mod contains archive (Wod) animation Wendy (build.bin) and Wendy blank (atlas-0.tex). Everything else for now has been to mode "samplecharacter" Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-240067 Share on other sites More sharing options...
Ruby~~ Posted July 10, 2013 Share Posted July 10, 2013 [MENTION=52919]Ruby~~[/MENTION], I have not seen an inventory item give off light (if that's what you're talking about). I don't think it's even possible.If it's just a regular object/prefab on the ground or in use, use this code in the prefab: local light = inst.entity:AddLight() light:SetIntensity(INTENSITY) light:SetRadius(2) light:SetColour(255/255, 255/255, 1/255) light:Enable(true)I remember in the old version the heat stone in inventory may produce light, and I checked the code of heat stone. It's similar to the code you give, but neither works as I hope. Maybe this "bug" is fixed in Power version. Anyway, I'll stop trying to make inventory items give off light until I find the detail of the AddLight function. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-240094 Share on other sites More sharing options...
tehMugwump Posted July 10, 2013 Share Posted July 10, 2013 (edited) [MENTION=55]Ipsquiggle[/MENTION], just brainstorming here. For my thumbnail preview in Test Tools, I can get Objects and Entitys to show using this (when the .lua name matches the Bank and Build names):sapling.lua:Asset("ANIM", "data/anim/sapling.zip"),anim:SetBank("sapling")anim:SetBuild("sapling")return Prefab( "forest/objects/sapling", fn, assets, prefabs) 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(500,-75,0)But not for these types references:spiderden.lua:Asset("ANIM", "data/anim/spider_cocoon.zip"),anim:SetBank("spider_cocoon")anim:SetBuild("spider_cocoon")Prefab( "forest/monsters/spiderden", MakeSpiderDenFn(1), assets, prefabs )..because spawning the Entity or Object (from Test Tools in this case) uses the .lua file name that doesn't aways match the ANIM bank and build names.Can you (or anyone) think of a way to search the .lua file, and find the Bank and Build names so I could then use that data to show the Bank frame for a preview? Kind of like a 'Get(data):SetBank (data being the lua file).If it's not possible, I can move on to other things, but if it is, It would be the icing on the cake. Edited July 10, 2013 by tehMugwump Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-240194 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 11, 2013 Author Developer Share Posted July 11, 2013 Oh. Does not matter. My mod contains archive (Wod) animation Wendy (build.bin) and Wendy blank (atlas-0.tex). Everything else for now has been to mode "samplecharacter"Want to zip up your mod folder and post that then? I'm not sure at this point what the problem might be. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242433 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 11, 2013 Author Developer Share Posted July 11, 2013 I remember in the old version the heat stone in inventory may produce light, and I checked the code of heat stone. It's similar to the code you give, but neither works as I hope. Maybe this "bug" is fixed in Power version. Anyway, I'll stop trying to make inventory items give off light until I find the detail of the AddLight function.I'm not totally sure what happened to this effect but I believe you are right that it got "fixed". If you look at how the Torch works, it actually spawns a second prefab (called 'torchfire') that follows the player around providing light. You could possibly do something like that? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242440 Share on other sites More sharing options...
_Q_ Posted July 11, 2013 Share Posted July 11, 2013 (edited) [MENTION=55]Ipsquiggle[/MENTION]The formula that distribute prefabs into the world needs some changes, it works good only on prefabs that are distributed in large numbers. Like flowers for example there is around 300 flowers in default world so current formula 300*0.5 works just fine, but when you try the same with walruses camps, max 4 walruses camps per world it fails. It is like that cause number of walruses camps is random it can be 1 or 4, when you try to set it to less with current formula it can get you number below 1, and no walrus camp will spawn despite they were not disabled, but only set to lower number.Using low numbers like 0.2 or 0.1 is not an option cause of that. Edited July 12, 2013 by _Q_ Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242512 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 11, 2013 Author Developer Share Posted July 11, 2013 @Ipsquiggle, just brainstorming here. For my thumbnail preview in Test Tools, I can get Objects and Entitys to show using this (when the .lua name matches the Bank and Build names):<snip>There's just enough variation in the prefabs that I don't think you're going to find a one-size-fits-all answer, and I'm fairly certain there's no way to "inspect" what anims a prefab has running on it. Sorry. :\I'd love to be proven wrong though! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242515 Share on other sites More sharing options...
tehMugwump Posted July 11, 2013 Share Posted July 11, 2013 There's just enough variation in the prefabs that I don't think you're going to find a one-size-fits-all answer, and I'm fairly certain there's no way to "inspect" what anims a prefab has running on it. Sorry. :\I'd love to be proven wrong though!Hmm, let's see... if I extract the Bank image out of all 148 ANIM entity and object files, name the extracted .tex files the same as the prefabs and included them with Test Tools, I can show them with the same 5 lines of code... THAT'S THE TICKET! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242580 Share on other sites More sharing options...
PacManGhost15 Posted July 11, 2013 Share Posted July 11, 2013 Hey everyone! For those who don't know me, I've been working on Don't Starve at Klei doing game design, world gen, adventure mode, and lots of other odds and ends, but:For the next while I'm going to be dedicating myself to everything mods! Basically I'm going to be your advocate to the team at Klei, trying to make the process of modding as clear and clean as possible!The main thing is, I don't know yet exactly how I'll be the most useful: My goal is to provide you with the tools and knowledge you need to mod unhindered! So expect to see me hanging around here, answering questions where I can and probably asking a bunch too, so we can figure out how I can be the most useful to everyone. Yee-haw!Yaaaay Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242585 Share on other sites More sharing options...
mitboy Posted July 11, 2013 Share Posted July 11, 2013 Want to zip up your mod folder and post that then? I'm not sure at this point what the problem might be.http://forums.kleientertainment.com/downloads.php?do=download&downloadid=341 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-242693 Share on other sites More sharing options...
novamouy17 Posted July 12, 2013 Share Posted July 12, 2013 This is what happens what I download a mod then open it what am I supposed to do now? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-243437 Share on other sites More sharing options...
tehMugwump Posted July 12, 2013 Share Posted July 12, 2013 [ATTACH=CONFIG]11363[/ATTACH] This is what happens what I download a mod then open it what am I supposed to do now?How to install a mod >> Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-243443 Share on other sites More sharing options...
Ruby~~ Posted July 12, 2013 Share Posted July 12, 2013 I'm not totally sure what happened to this effect but I believe you are right that it got "fixed". If you look at how the Torch works, it actually spawns a second prefab (called 'torchfire') that follows the player around providing light. You could possibly do something like that?Finally I decided to give my item a new equipslot so it had similar effect, though, I believe having a look at the touch is a good idea.:>And now I have another question: I added a new material as the recipe composition, but the image in recipe tab is not showing. I asked kiopho and he said I should add image to inventoryimages.tex and its definition in inventoryimages.xml, and he suggest me to ask you how to do so. I think maybe some code is needed? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-243584 Share on other sites More sharing options...
zeidrich Posted July 12, 2013 Share Posted July 12, 2013 Hmm, let's see... if I extract the Bank image out of all 148 ANIM entity and object files, name the extracted .tex files the same as the prefabs and included them with Test Tools, I can show them with the same 5 lines of code... THAT'S THE TICKET!The way I would do it would be to create an atlas (maybe using inventoryimages as a lazy base) which has thumbnails of each prefab on it. Reference that image by prefabname.So for instance, TTThumbs = Set {"sapling","spiderden","spiderden2","spiderden3",} -- etc.--...if TTThumbs["prefabname"] then element:SetImage("images/TTThumbs.xml", "TTT_"..prefabname..".tex")else element:SetImage("images/TTThumbs.xml", "TTT_unknown.tex")endThen you can have a partial list, any thumbnail not defined will show some default unknown texture. Not really a simple process by any means, but not impossible. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-243988 Share on other sites More sharing options...
tehMugwump Posted July 12, 2013 Share Posted July 12, 2013 Yeah, that might be a way to do, I'll check it out, thanks,The way I would do it would be to create an atlas (maybe using inventoryimages as a lazy base) which has thumbnails of each prefab on it. Reference that image by prefabname.So for instance, TTThumbs = Set {"sapling","spiderden","spiderden2","spiderden3",} -- etc.--...if TTThumbs["prefabname"] then element:SetImage("images/TTThumbs.xml", "TTT_"..prefabname..".tex")else element:SetImage("images/TTThumbs.xml", "TTT_unknown.tex")endThen you can have a partial list, any thumbnail not defined will show some default unknown texture. Not really a simple process by any means, but not impossible. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-244380 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 12, 2013 Author Developer Share Posted July 12, 2013 @IpsquiggleThe formula that distribute prefabs into the world needs some changes, it works good only on prefabs that are distributed in large numbers. Like flowers for example there is around 300 flowers in default world so current formula 300*0.5 works just fine, but when you try the same with walruses camps, max 4 walruses camps per world it fails. It is like that cause number of walruses camps is random it can be 1 or 4, when you try to set it to less with current formula it can get you number below 1, and no walrus camp will spawn despite they were not disabled, but only set to lower number.Using low numbers like 0.2 or 0.1 is not an option cause of that.Interesting problem, I'll put that on my list to have a look at. To be clear, you're talking about when using customization modifiers from the "Customize World" screen or the Overrides table in a level definition? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-244973 Share on other sites More sharing options...
Developer Ipsquiggle Posted July 12, 2013 Author Developer Share Posted July 12, 2013 Finally I decided to give my item a new equipslot so it had similar effect, though, I believe having a look at the touch is a good idea.:>And now I have another question: I added a new material as the recipe composition, but the image in recipe tab is not showing. I asked kiopho and he said I should add image to inventoryimages.tex and its definition in inventoryimages.xml, and he suggest me to ask you how to do so. I think maybe some code is needed?The code looks something like this:[COLOR=#333333]local myingredient = GLOBAL.Ingredient( "mythingie", 1)[/COLOR]myingredient.atlas = "images/inventoryimages/mythingieatlas.xml" -- has 'mythingie.tex' specified inside it.local myrecipe = GLOBAL.Recipe( "myprefab", { myingredient, Ingredient("slurtleslime", 10) }, RECIPETABS.TOWN, 2)myrecipe.atlas = "images/inventoryimages/myprefabatlas.xml" -- has 'myprefab.tex' specified inside it.Notice how the ingredient is created separately, has its atlas set, and then is added to the recipe as a variable instead of directly. Does that make sense? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-244979 Share on other sites More sharing options...
futaradragon Posted July 13, 2013 Share Posted July 13, 2013 [MENTION=55]Ipsquiggle[/MENTION]Could you tell me please how to detect ground/floor? like find entity around object but this is groundI will try to make multiplayer mod data sync with detect ground and floor ^^ Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-245698 Share on other sites More sharing options...
tehMugwump Posted July 14, 2013 Share Posted July 14, 2013 (edited) I saw a bit on Klei employees and they generally don't work overtime nor weekends, so us sitting here late Friday through late Sunday trying to figure out mod problems must be patient for their return on Monday.Much like when I get off work on Friday: I don't even think about it until I have to go back in on Monday...[MENTION=55]Ipsquiggle[/MENTION]Could you tell me please how to detect ground/floor? like find entity around object but this is groundI will try to make multiplayer mod data sync with detect ground and floor ^^ Edited July 14, 2013 by tehMugwump Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-247267 Share on other sites More sharing options...
futaradragon Posted July 14, 2013 Share Posted July 14, 2013 I saw a bit on Klei employees and they generally don't work overtime nor weekends, so us sitting here late Friday through late Sunday trying to figure out mod problems must be patient for their return on Monday.Much like when I get off work on Friday: I don't even think about it until I have to go back in on Monday...Thankyou ^^ I will wait for answer. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-247284 Share on other sites More sharing options...
Ruby~~ Posted July 14, 2013 Share Posted July 14, 2013 The code looks something like this:[COLOR=#333333]local myingredient = GLOBAL.Ingredient( "mythingie", 1)[/COLOR]myingredient.atlas = "images/inventoryimages/mythingieatlas.xml" -- has 'mythingie.tex' specified inside it.local myrecipe = GLOBAL.Recipe( "myprefab", { myingredient, Ingredient("slurtleslime", 10) }, RECIPETABS.TOWN, 2)myrecipe.atlas = "images/inventoryimages/myprefabatlas.xml" -- has 'myprefab.tex' specified inside it.Notice how the ingredient is created separately, has its atlas set, and then is added to the recipe as a variable instead of directly. Does that make sense?I thought adding some code can solve the problem, but I didn't expect to solve it with such a short and clear piece of code. Totally make sense! Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/16/#findComment-247698 Share on other sites More sharing options...
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