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Yeah, just replaced the zip in the game file and loaded up the game. Besides, no modding know-how here, remember? :p

Alright, so I packaged it into a mod already to make testing easier. It's attached below. The mod's internal name is "snailking", but the name actually shown to the user is "Lou Carcolh".It should be installed like any mod. If someone here doesn't know how to install one, just unzip the archive into the mods/ subdirectory of your Don't Starve installation folder, and then enable it through the game's main menu.It's main purpose is to allow easy rescaling testing. Inside the mod's folder, there's a file called config.lua. It's a text file, and can be edited with any text editor (such as Notepad), and lines starting with "--" (comments) are ignored. Its current contents are the following:
STRINGS.NAMES.SNAILKING = "Lou Carcolh"STRINGS.CHARACTERS.GENERIC.DESCRIBE.SNAILKING = "It's a... thing. A big one."-- Scaling of the Snail King, relative to the Spider Queen's size.SCALE_X = 2SCALE_Y = SCALE_XSCALE_Z = SCALE_X
I renamed the Snail King's build already, so it doesn't conflict with the Spider Queen. Nothing in the game gets overriden. I also gave it a custom brain to make things easier (it's the spider queen's brain without the spider spawning/nest laying logic).I also set up a pair of utility functions for testing. Opening the console and typing
sk()
will spawn a snailking under the cursor. Typing
killsk()
will kill all snail kings around the player.The version I'm uploading is just using the Spider Queen's textures. Inside the mod folder, you will find the archive anim/snailking.zip. Just replace the atlas-0.tex inside of it for custom textures.

snailking.zip

Alright, so I packaged it into a mod already to make testing easier. It's attached below. The mod's internal name is "snailking", but the name actually shown to the user is "Lou Carcolh".It should be installed like any mod. If someone here doesn't know how to install one, just unzip the archive into the mods/ subdirectory of your Don't Starve installation folder, and then enable it through the game's main menu.It's main purpose is to allow easy rescaling testing. Inside the mod's folder, there's a file called config.lua. It's a text file, and can be edited with any text editor (such as Notepad), and lines starting with "--" (comments) are ignored. Its current contents are the following:

STRINGS.NAMES.SNAILKING = "Lou Carcolh"STRINGS.CHARACTERS.GENERIC.DESCRIBE.SNAILKING = "It's a... thing. A big one."-- Scaling of the Snail King, relative to the Spider Queen's size.SCALE_X = 2SCALE_Y = SCALE_XSCALE_Z = SCALE_X
I renamed the Snail King's build already, so it doesn't conflict with the Spider Queen. Nothing in the game gets overriden. I also gave it a custom brain to make things easier (it's the spider queen's brain without the spider spawning/nest laying logic).I also set up a pair of utility functions for testing. Opening the console and typing
sk()
will spawn a snailking under the cursor. Typing
killsk()
will kill all snail kings around the player.The version I'm uploading is just using the Spider Queen's textures. Inside the mod folder, you will find the archive anim/snailking.zip. Just replace the atlas-0.tex inside of it for custom textures.
Can'yt open the console :<

Alright, so I packaged it into a mod already to make testing easier. It's attached below.

Holy cr*p! You did what?!Very industrious Simplex! :DI'll give it a run in a couple of hours. Can't right now.I was thinking that the spawning wee spiders animation might be useful for coding a specific snail king behaviour later on:- spawn snurtle (nah...)- eject gooey substance as defence mechanism - this might be achievable by equipping the snail king with a modded boomerang (a goomerang? lol) with a goo texture instead of the actual object. If we mod it as an infinitely equippable boomerang (with time delay) and with just one charge so it crashes after throwing, we'd have a great base for replacing it with goo (airborne, crashing, falling). The only thing left would be to create a different goo for the ground (maybe using the spider nest animation). At least i suppose it might be a relatively simple task in terms of coding, since you can definitely give equipment to pigs already...- other suggestions? Edited by lifemare

Holy cr*p! You did what?!Very industrious Simplex! :DI'll give it a run in a couple of hours. Can't right now.I was thinking that the spawning wee spiders animation might be useful for coding a specific snail king behaviour later on:- spawn snurtle (nah...)- eject gooey substance as defence mechanism - this might be achievable by equipping the snail king with a modded boomerang (a goomerang? lol) with a goo texture instead of the actual object, we'd need to also create a different goo for the ground (maybe using the spider nest animation). At least i suppose it might be a relatively simple task in terms of coding, since you can definitely give equipment to pigs already...- other suggestions?

Haha, just a simple, preliminary version to aid in testing! I did some minor things already since I were at it, such as changing the loot (which is now some broken shells, provisionally) and making it immune to burning, but it's really just to help with the creation of textures.Spitting goo would be nice. But there's no need to actually equip it with something. All it takes is to take any object that could be modded into a goo (basically, any simple one, maybe even a slightly reskinned Wet Goop without the plate) and have the snail king throw it as a projectile.

Taking these awesome drawings...^^

Wow!!!!

Thank you so much Millenium!

You've just saved me a ton of work!!!

And that looks awesome!

I'll add what i can to it and test it ingame if i have time tomorrow.

can you send me a hi-res link to that PNG?

[ATTACH=CONFIG]13799[/ATTACH]How?

Console keys vary according to keyboard. In mine it's "ç". Just don't forget to type LoadScript("consolecommands") (case sensitive) after bringing up the console, or you'll be fumming like i was lol. Edited by lifemare

Spitting goo would be nice. But there's no need to actually equip it with something. All it takes is to take any object that could be modded into a goo (basically, any simple one, maybe even a slightly reskinned Wet Goop without the plate) and have the snail king throw it as a projectile.

And here i was thinking that would be too hard to mod! My solution would likely be even harder, lol!

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