Developer Cheerio Posted September 20, 2013 Developer Share Posted September 20, 2013 Getting Started: Guides, Tutorials and Examples So you want to create a mod for Don't Starve. That's awesome! Hopefully this collection of guides, tutorials and examples will help you on your quest. Just remember that modding is all about getting your hands dirty. Oftentimes you will have to figure out things for yourself. So dive in, give it a go and when get stuck, the forums are your friend. But most of all, make sure to have fun and please share your creations with the rest of us! Getting Started:How To: Install and Use Mods by CheerioBefore you Begin! by tehMugwumpModding Etiquettte by JanHTroubleshooting by tehMugwumpMod API Updates: API 6 and Post-Reign of Giants Modding (including new important pieces of modinfo.lua) by SethRArt:Using Extended Sample Character Template by DleowolfThe Artist's Guide To Character/item Modding by TheDanaAddamsA Simple Guide to Spriter by TheDanaAddamsDana's Tips for Mod Art by TheDanaAddamsA No-Talent-Hack's Guide to Art by NycidianOfficial Spriter Tutorials by BrashMonkeySpriter Source Assets by CheerioSpriter Example: Equippable Item by CheerioSpriter Example: Hat by CheerioCreating a "Handslot-Equippable-Item" from Scratch by MalacathMinimap Icon Sample by MalacathMaking a Custom Set Piece by JackSlenderEasy Character Art Tutorial by Cheerio2D Animation at Klei by Jeff Agala and Aaron BouthillierCreatures:Creature Mod Tutorial 1 - Creating a Mod by CheerioCreature Mod Tutorial 2 - Spawning a Creature by CheerioCreature Mod Tutorial 3 - Importing Animation by CheerioCreature Mod Tutorial 4 - Locomotion by CheerioCreature Mod Tutorial 5 - Stategraphs by CheerioCreature Mod Tutorial 6 - Brains by CheerioCreature Mod Tutorial 7 - Importing Sound by CheerioCreature Mod Tutorial 8 - World Spawning by CheerioScripting:Intro to Programming by Khan AcademyWots the Diff?? Prefabs, Components, Stategraphs, and Brains by IpsquiggleAPI Examples by IpsquiggleSample Mods by IpsquiggleScripting with Sublime by CheerioTips for Scripts by CheerioProfiling by CheerioEngine Architecture by KevinExample: Follow the Leader by CheerioCode Tips and Tricks by squeekSharing your Mod:Steam Workshop Uploader by IpsquigglePosting and Downloading Mods by moistedparanoiaSound:Sound Mod Tutorial by Cheerio Music Mod Tutorial by CheerioAdding Custom Sound to Your Custom Character by MalacathTranslation:Creating a translation using the PO Format by BigfootLanguage Sample Mod by IpsquiggleMisc:Asset Tools by IpsquiggleMod Tools Github Repo With Source by CheerioDownload Mod Tools for Windows by Cheerio 30 2 Link to comment Share on other sites More sharing options...
StormyRange Posted September 21, 2013 Share Posted September 21, 2013 Thanks for all the tutorials, it's helped me and a lot of other people out, one thing I've been trying to do though to to have a custom work music track and a danger track to work properly in a character mod... (Also I hope this is an okay thread to post this, sorry if it isn't) When I get it right (ish) then what happens is the custom work track plays as soon as you start the game and it doesn't stop when in danger (the custom danger track works with the ques although it doesn't fade in/out) or death. It'd be really nice to have work music to come in when cutting trees or making a new invention or mining rocks, I've tried a few different things, currently I've got a components folder containing a edited dynamicmusic.lua file inside the prefabs folder, referencing my custom tracks when it's assigning the music to "busy" and "danger", like it is literally just dynamicmusic.lua with the file pathes changed. I don't see why the files won't play the way they're meant to when it's been changed and uses the same code... Link to comment Share on other sites More sharing options...
Developer Cheerio Posted September 21, 2013 Author Developer Share Posted September 21, 2013 Thanks for all the tutorials, it's helped me and a lot of other people out, one thing I've been trying to do though to to have a custom work music track and a danger track to work properly in a character mod... (Also I hope this is an okay thread to post this, sorry if it isn't) When I get it right (ish) then what happens is the custom work track plays as soon as you start the game and it doesn't stop when in danger (the custom danger track works with the ques although it doesn't fade in/out) or death. It'd be really nice to have work music to come in when cutting trees or making a new invention or mining rocks, I've tried a few different things, currently I've got a components folder containing a edited dynamicmusic.lua file inside the prefabs folder, referencing my custom tracks when it's assigning the music to "busy" and "danger", like it is literally just dynamicmusic.lua with the file pathes changed. I don't see why the files won't play the way they're meant to when it's been changed and uses the same code...It sounds like that should work fine. Would you be ok with uploading your mod for me to take a look? Link to comment Share on other sites More sharing options...
StormyRange Posted September 21, 2013 Share Posted September 21, 2013 (edited) It sounds like that should work fine. Would you be ok with uploading your mod for me to take a look?Yeah sure, I'd love that, I've PM'd you the link, thanks for much for being friendly and helpful to us modders C:EDIT: Okai PMing doesn't seem to work with you :T Please excuse the left over art of The Batter mod, it's still in development :Uhttps://dl.dropboxusercontent.com/u/5285727/Drawings/mods/phillip.zipThe character is meant to look the way he is, the game he's from is incredibly trippy and weird (full credit to him and I'm going to link him the Steam Workshop page when it's done). Thanks much c: Edited September 21, 2013 by StormyRange Link to comment Share on other sites More sharing options...
Developer Cheerio Posted September 21, 2013 Author Developer Share Posted September 21, 2013 Yeah sure, I'd love that, I've PM'd you the link, thanks for much for being friendly and helpful to us modders C:EDIT: Okai PMing doesn't seem to work with you :T Please excuse the left over art of The Batter mod, it's still in development :Uhttps://dl.dropboxusercontent.com/u/5285727/Drawings/mods/phillip.zipThe character is meant to look the way he is, the game he's from is incredibly trippy and weird (full credit to him and I'm going to link him the Steam Workshop page when it's done). Thanks much c:That music is awesome . Do you think you could give me your fmod project as well so I can see how that's setup? That's the fdp file you open in FMOD designer. Link to comment Share on other sites More sharing options...
StormyRange Posted September 21, 2013 Share Posted September 21, 2013 That music is awesome . Do you think you could give me your fmod project as well so I can see how that's setup? That's the fdp file you open in FMOD designer.Hah yeah the game has some amazing music :Vhttps://dl.dropboxusercontent.com/u/5285727/Drawings/mods/sfphil.fdpThere's my fdp c:Also Space Funeral is here if you ever get interested, it's like an hour of gameplay but it's worth every second c: Link to comment Share on other sites More sharing options...
Developer Cheerio Posted September 22, 2013 Author Developer Share Posted September 22, 2013 Hah yeah the game has some amazing music :Vhttps://dl.dropboxusercontent.com/u/5285727/Drawings/mods/sfphil.fdpThere's my fdp c:Also Space Funeral is here if you ever get interested, it's like an hour of gameplay but it's worth every second c:Ok so I think it has something to do with those music tracks being complex fmod events driven by in game parameters. In short, I'll need to figure out exactly what's going on once I get back to the office next week. Sorry about the trouble, I'll let you know once I've figured out what's going on. Link to comment Share on other sites More sharing options...
StormyRange Posted September 22, 2013 Share Posted September 22, 2013 Ok so I think it has something to do with those music tracks being complex fmod events driven by in game parameters. In short, I'll need to figure out exactly what's going on once I get back to the office next week. Sorry about the trouble, I'll let you know once I've figured out what's going on.Hmm okay, I'm glad I asked otherwise I'd still be messing around with it without hope of fixing it. Thanks for looking into it and yeah, take as long as you need :3 Link to comment Share on other sites More sharing options...
Malacath Posted September 22, 2013 Share Posted September 22, 2013 Great compilation Cheerio, that should prevent some amount of the threads people were complaining about recently. But do you remember what I told you about working on weekends? Link to comment Share on other sites More sharing options...
Developer Cheerio Posted September 23, 2013 Author Developer Share Posted September 23, 2013 Hmm okay, I'm glad I asked otherwise I'd still be messing around with it without hope of fixing it. Thanks for looking into it and yeah, take as long as you need :3So the work music functions slightly differently and there's also no tutorial which covers it. However I've setup an fmod project which should help you get what you want. Basically, the work songs are started as soon as the game starts and then the volume(intensity) is adjusted dynamically as things happen in the game. All you need to do is open the attached fmod project, right click on the sound events and click replace sound and then add your sound as you would before. Also I replaced your changes to dynamicmusic.lua with a couple of extra calls to remapsoundevent which should reduce the changes of your mod breaking with future updates. Let me know how this works out for you!phillip.zip Link to comment Share on other sites More sharing options...
StormyRange Posted September 23, 2013 Share Posted September 23, 2013 So the work music functions slightly differently and there's also no tutorial which covers it. However I've setup an fmod project which should help you get what you want. Basically, the work songs are started as soon as the game starts and then the volume(intensity) is adjusted dynamically as things happen in the game. All you need to do is open the attached fmod project, right click on the sound events and click replace sound and then add your sound as you would before. Also I replaced your changes to dynamicmusic.lua with a couple of extra calls to remapsoundevent which should reduce the changes of your mod breaking with future updates. Let me know how this works out for you!Wow thanks, well it works... I ran into a few kinks but I managed to smooth it out; I had originally used your change of the work things in Fmod for the danger ones too but that messed it up so I used Danger stuff as I had before, AKA normal event stuff like SFX, while this means it doesn't fade out and doesn't turn off on death, it at least lets itself, the work music, and the custom SFX to work together and that's good enough for me. Thank you very much Cheerio, you've done it again c: Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 11, 2013 Author Developer Share Posted October 11, 2013 Couple of small new guides added to the scripting section. Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 14, 2013 Author Developer Share Posted October 14, 2013 New guide: A No-Talent-Hack's Guide to Art by Nycidian Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 15, 2013 Author Developer Share Posted October 15, 2013 Added a link to the official Spriter Tutorials: Official Spriter Tutorials by BrashMonkey Link to comment Share on other sites More sharing options...
Matheusblaster Posted October 16, 2013 Share Posted October 16, 2013 Not have other mob tutorials? I am brazilian and have dificulties with english...ando vide tutorials as not good,and i don't have ds in the moment,not have other mobs tutorials??? Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 16, 2013 Author Developer Share Posted October 16, 2013 Not have other mob tutorials? I am brazilian and have dificulties with english...ando vide tutorials as not good,and i don't have ds in the moment,not have other mobs tutorials???You could also check out the snow monster. 1 Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 17, 2013 Author Developer Share Posted October 17, 2013 Added a new guide on profiling your mod:Profiling by Cheerio Link to comment Share on other sites More sharing options...
squeek Posted October 19, 2013 Share Posted October 19, 2013 (edited) The formatting of Wots the Diff?? Prefabs, Components, Stategraphs, and Brains is broken. It's also not possible to reply to that thread because the last post is more than 30 days old. Edited October 19, 2013 by squeek Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 19, 2013 Author Developer Share Posted October 19, 2013 The formatting of Wots the Diff?? Prefabs, Components, Stategraphs, and Brains is broken. It's also not possible to reply to that thread because the last post is more than 30 days old.Going to have to ask for some help with this one. I suck at forums . Link to comment Share on other sites More sharing options...
squeek Posted October 19, 2013 Share Posted October 19, 2013 Going to have to ask for some help with this one. I suck at forums .It seems to be a forum-wide problem since the forum upgrade. Sometimes posts just lose all/some of their formatting. It's especially true of code blocks. For example, this thread condensed all the code blocks to single lines at some point. Link to comment Share on other sites More sharing options...
JoeW Posted October 20, 2013 Share Posted October 20, 2013 You can't reply to threads that have not been posted in for over 30 days to avoid necro posting. I replied, that should allow you to post. And the code blocks, unfortunately after the move, I had some issues here and there that required some reregistering of posts, and it kinda wonked out the formatting, on just about everything. (@tehMugwump has been super awesome about reformatting them when it comes to his attention that it's something people are using) Most recently, a couple weeks ago when I fixed up the syntax highlighting for code, it put all the old stuff into single lines. I don't anticipate anything else messing with the formatting from this point out. Sorry for the trouble, Link to comment Share on other sites More sharing options...
Matheusblaster Posted October 24, 2013 Share Posted October 24, 2013 How i create a item? Im' studing how to creating a monster,but,and a item? Sorry for my bad english,I'm brazilian.... Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 24, 2013 Author Developer Share Posted October 24, 2013 How i create a item? Im' studing how to creating a monster,but,and a item? Sorry for my bad english,I'm brazilian.... I would check this one out: http://forums.kleientertainment.com/index.php?/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/ Link to comment Share on other sites More sharing options...
Matheusblaster Posted October 25, 2013 Share Posted October 25, 2013 I would check this one out: http://forums.kleientertainment.com/index.php?/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/Thanks! I will "study". Link to comment Share on other sites More sharing options...
Developer Cheerio Posted October 27, 2013 Author Developer Share Posted October 27, 2013 Added a link to the mod tools Github repo: Mod Tools Github Repo With Source by Cheerio 1 Link to comment Share on other sites More sharing options...
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