SinisterHumanoid Posted February 6, 2015 Share Posted February 6, 2015 (edited) Add me and comment on my profile saying you'd like to discuss the mod idea It's a pretty good idea and I've seen nothing of the sort at all on workshop so i've come here looking for help I'm also a terrible artist, so i doubt id be able to draw the stuff for the mod http://steamcommunity.com/profiles/76561198066526017/ Edited February 6, 2015 by SinisterHumanoid Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/ Share on other sites More sharing options...
Noggle Posted February 7, 2015 Share Posted February 7, 2015 Not to be mean or anything, but for an 'idea guy' you're not really bringing anything to the table here. If you'd at least post what your idea was I'm sure people would be more than happy to show you where to look to see examples of similar work/teach you how to do it yourself. The DST community is actually really great at commenting on their code and explaining what does what. Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-610764 Share on other sites More sharing options...
SinisterHumanoid Posted February 7, 2015 Author Share Posted February 7, 2015 (edited) Not to be mean or anything, but for an 'idea guy' you're not really bringing anything to the table here. If you'd at least post what your idea was I'm sure people would be more than happy to show you where to look to see examples of similar work/teach you how to do it yourself. The DST community is actually really great at commenting on their code and explaining what does what.Yeah well I've come across trust issues where ive posted ideas in mod stuff on other games and people would steal the idea and pretty successful with it, and then im cheated out of what i wanted to do.I just have a fairly decent mod ideaIf i knew how to code C++ for DST id do it myself, then i still run across the art issue.My mod would be adding 2 new items, one more building and three more recipes, with one of them being sort of like the crock pot in the sense that you put items into it, and get the product afterwards after some timeIt would all be for the purpose of farming Edited February 7, 2015 by SinisterHumanoid Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-610811 Share on other sites More sharing options...
Noggle Posted February 8, 2015 Share Posted February 8, 2015 (edited) If i knew how to code C++ for DST id do it myself, then i still run across the art issue.My mod would be adding 2 new items, one more building and three more recipes, with one of them being sort of like the crock pot in the sense that you put items into it, and get the product afterwards after some timeIt would all be for the purpose of farming As long as you have an example item of things already implemented, it's easy enough to copy the existing work to do what you'd like to do. Take a look in the .lua files. I promise, lua isn't a hard coding language; it's actually fairly simple to follow the logic in a lot of the prefabs. Recipes are literally a few lines of code, and the items themselves could probably be knocked out within an afternoon if you follow some examples/tutorials. Since you gave an example of something with a similar feature to what you'd like to do, go ahead and open up C:\Program Files\Steam\SteamApps\common\Don't Starve Together Beta\data\scripts\prefabs\cookpot.lua(your file path may change slightly) and just look at everything in there. I suggest notepad++ or some other advanced text editor that will automatically check for coding and help visually with things such as showing where a specific function stops and a new one begins. Edited February 8, 2015 by Noggle Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-610973 Share on other sites More sharing options...
rezecib Posted February 8, 2015 Share Posted February 8, 2015 @SinisterHumanoid,@Noggle, Most of the crockpot logic is in the stewer component, if I remember correctly. Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-611073 Share on other sites More sharing options...
SinisterHumanoid Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) _ Edited February 9, 2015 by SinisterHumanoid Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-611269 Share on other sites More sharing options...
SinisterHumanoid Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) Since you gave an example of something with a similar feature to what you'd like to do, go ahead and open up C:\Program Files\Steam\SteamApps\common\Don't Starve Together Beta\data\scripts\prefabs\cookpot.lua(your file path may change slightly) and just look at everything in there. I suggest notepad++ or some other advanced text editor that will automatically check for coding and help visually with things such as showing where a specific function stops and a new one begins. @SinisterHumanoid,@Noggle, Most of the crockpot logic is in the stewer component, if I remember correctly.But the thing is that i don't know even the first thing about coding, or what to look for, or even how to just slightly tweak thingsI can change number values and that's about it because they're just numbersI wouldn't even know how to create an item, set that item's recipe, how to make the custom items needed for the recipe And yeah i know you'll tell me to look for tutorials and such, but none fo them make sense, i understand what coding is in a whole, but not how to read or write it Edited February 9, 2015 by SinisterHumanoid Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-611270 Share on other sites More sharing options...
Noggle Posted February 9, 2015 Share Posted February 9, 2015 (edited) It's very simple if you'd take the time to look at games coding, assuming you're not trying to do something that's not very far out there compared to what the game already does. I have just started learning the basics of LUA here a bit over a month ago (I've been very busy with work and haven't had much time, sadly), but a lot of code is actually already there for you to learn from if you bother to look at it.and I know you're tired of being shown to tutorials and such, but, it's either I suggest that or nothing at all since I'm not personally looking to get in on the project. Equippable Item Tutorial - It's for Don't Starve, but, it is very good at teaching how to handle the basics of making an equipable itemrezecib's modding tutorial - it's very good, there's a reason it's a sticky thread. Just give it a once over. I'm not very smart about this at all, and if I can fight my ADHD and sit down to learn things in 10 minute chunks, you should be able to pick this up faster than me. Since you are being very vague about the things you want to implement aside from it being farming related, I will assume you want to make some form of fertilizer/some form of advanced farming plots. For inspiration on how to do these things, if you open up scripts/prefabs/poop.lua, you'll see inst:AddComponent("fertilizer") inst.components.fertilizer.fertilizervalue = TUNING.POOP_FERTILIZE inst.components.fertilizer.soil_cycles = TUNING.POOP_SOILCYCLESThis is what makes it so that poop will speed along a crops growth. Do I know what these values actually mean? not fully! but they point us where to look for more info, or even a lazy way to do our current goal of making an item act as fertilizer. If we wanted to delve deeper, we could go check out the fertilizer component, in scripts/components/fertilizer.lua, which is actually short enough for me to post in its entirety here:local Fertilizer = Class(function(self, inst) self.inst = inst self.fertilizervalue = 1 self.soil_cycles = 1end)return FertilizerNow you may be asking what you can do with this. There isn't much to it, it turns out. You shouldn't even need to mess with the component directly in any way for any items you create. LEts say you wanted to make something like miracle gro that would instead of speeding up the growth cycle by 1, would instead make it go up by three stages, to instantly be grown. Looking back at poop.lua, we see that it's nice enough to leave us a very easy-to-edit variable, much like everything does in don't starve. inst:AddComponent("fertilizer") inst.components.fertilizer.fertilizervalue = TUNING.POOP_FERTILIZE*3 inst.components.fertilizer.soil_cycles = TUNING.POOP_SOILCYCLES*3for the lazy way to do it, at least. And I apologize if this code doesn't actually work as written, I have to be 100% honest and admit that I don't intend to test it. It's just a quick example. But from my experiences so far this is how my creation process has been going so far personally. For other farming things, such as making a small greenhouse to allow crops to grow in winter or similar, I suggest checking out Advanced Farming by Afro1967 on Steam. edit: I'd also like to apologize once more, my knowledge on actual modding or coding isn't that great, I've just been using the internet for 20-ish years and am a blackbelt in the art of google-fu. If you ask for help on specific issues, I can probably point you in the right direction. I'm not saying that you should give up on finding someone else to code this and art it for/with you, I'm saying that it's better to at least get the project started and see what you can accomplish while you wait, rather than only wait. Why not have 30+% of the project completed by the time someone else signs onboard? Edited February 9, 2015 by Noggle Link to comment https://forums.kleientertainment.com/forums/topic/50630-in-search-of-programmer-to-help-me-with-my-mod-idea/#findComment-611308 Share on other sites More sharing options...
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