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    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Aug 14th We aren't going to be able to start taking claims today - we just got the valid codes from 505 that we need to verify vouchers given on receipts and we can't process claims until those are processed and there are quite a few of them - so it's going to take several hours to process. .  We anticipate that if all goes well, things should be ready within the next couple days. Sorry for the delay, we want to make sure that this system goes smoothly for those affected by this issue. Aug 9th Hey Everybody. We are just about ready to start replacing discs, so I want to give you a quick update on how this will work. Purchasers in North America that were given digital codes either from us or on their receipt will be able to use their codes on our store to order a new full retail boxed copy of the game including controller skin. We will be handling these replacements ourselves as we do not have an adequate distribution channel to send to SIEE players outside of North America.  North American players who purchased after 4/26/2018 should already have this code on the bottom of their receipt. If you purchased before this date and do not have a code yet, check out this page for directions on getting your code.  SIEE Players outside of North America will need to use a different process to claim a replacement through 505 directly we will have details on that soon.  We are making sure everything is in order right now and expect to go live with disc replacements on 8/14 and will post here with more info.    Aug 7th
      The discs are now in our possession so we can get moving on sending out replacements. I know this has taken way too long to get resolved, we have been doing literally everything we can to push this along as much as we can. Now that we have those discs we can get you all fixed up.  We're finalizing things on our end but we're no longer dependent on 505 to resolve this end of the issue. We are finalizing our process for getting replacement orders processed and we anticipate that we will start this process sometime this week.  July 9th
      We are still waiting on 505 and waiting for them to send us discs.  June 6th
      We've reached out to 505 again.  We are extremely limited in what we can do in all of this, all we can really do is ask what happens next and relay the information we are given.  So far, the information we have been given at this point hasn't really panned out as it was supposed to, so I hesitate to post any more information as it's proven to be unreliable.  I'll post more when I have more.  Update 5/11/2018 We do not have any more information at this time. The last we spoke to 505 indicated that the discs should be ready very soon. We will likely have more information next week; hopefully with full explanation of when and how to get new discs.  Updated: 4/27/2018

      On April 17th, the Don't Starve Megapack was released. Almost immediately, it was discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). The disc contained Don't Starve Together, but was without Don't Starve, Reign of Giants and Shipwrecked. As soon as we confirmed the problem we contacted our retail publisher to find out how this happened and what could be done. It's taken some time to get this far, but this is all the information we have at this time. The current status of the issue is as follows: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks.  When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc previous to 4/26/2018 can now contact Klei support HERE for a Playstation Store voucher code that includes Don't Starve Together, Don't Starve, Shipwrecked and the Reign of Giants DLC that you can play now. Please specify your country as certain vouchers only work in certain regions.  New purchasers of the Megapack in store as of 4/26/2018 should be given a voucher at the time of purchase on your receipt. If you do not get a code, contact us ALL purchasers will have a path to get a new disc when they are ready. We do not have details at this time, but we are comitted to ensuring that all players get what they purchased.  We are hearing from some players that some retailers are telling players that they will not be exchanging discs. We believe this to be incorrect and that particular person or location is just misinformed. 505 has ensured us that they are doing their best to make sure these discs are being replaced for all players. We will not allow anybody to fall through the cracks here. We will buy and ship the discs ourselves if we have too.   This was our first major retail release and we're extremely disappointed that our players have been let down with their purchase of the Don't Starve Megapack. We're doing our best to make sure this issue gets resolved as quickly as possible. Thanks everybody for your support and patience. We'll keep you updated.    UPDATE: (4/26/2018) We are now ready to send out vouchers to players who purchased the physical version of the Don't Starve Megapack - These codes will allow players to download and play Don't Starve and DLC as well as Don't Starve Together To get a voucher players can contact as at our support site: http://support.kleientertainment.com/customer/portal/emails/new  For the subject, choose "PS4 Megapack" and fill in the form and we'll get you fixed up as soon as possible.  We will require a picture of your receipt, your Klei account ID and the region you are located in (so we can give you the proper voucher).  UPDATE: (4/24/2018) Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   

BraveChicken

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About BraveChicken

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  1. Oh, no. That's not it. ^^; What I meant is simply that I tent to be more careful when it comes to mods that I haven't created, since I don't know how the creator(s) might react to the tough of other people modifying them, or playing them the way that they didn't intend for them to be played. But then again this is a pretty minor change, so I'm sure it's ok. Of course in this community we all tend to share and learn from each other. But still, it's good to be cautious
  2. Since this recipe belongs to already existing mod, you would need to 1st find where the recipes are located (in that mod, so you'll need to go into that mod's folder). I am guessing the recipes probably will be in the modmain.lua, or in the scripts >> utils >> recipes.lua. So once you find them, if you really have to, you can look for the craft-able item that you want to change the recipe of (it should look something like this: Recipe("ItemHere", {Ingredient("IngredientItemHere", 1)) and then simply change the Ingredient item(s) which you say you cannot access, to something else. I hope that helps. Good luck.
  3. Can't find prefab?

    Did you also add all of the item's custom images to the Assets = { } section in your modmain.lua? Assets = { Asset( "IMAGE", "images/inventoryimages/wharang_dango.tex" ), Asset( "ATLAS", "images/inventoryimages/wharang_dango.xml" ), } You should add it along with all the other assets which are already there. (If there currently are any)
  4. Can't find prefab?

    Did you add your prefab to the list of prefabs in your modmain.lua file? If not, then that might be the reason why. To add it simply open the modmain.lua file and there you'll see something like: PrefabFiles = { "YourCharacter" } Simply add your prefab there so it'll look like that: PrefabFiles = { "YourCharacter", "YourPrefabHere" } However, if you did add it and it doesn't work, then I'm guessing it could be probably just a typo somewhere. So simply make sure that you typed the name of your prefab file everywhere correctly.
  5. i need help with the perks, please

    I actually made a tutorial about basic character perks. ^-^ Everything that you need is already listed in the tutorial, so I hope you'll find it useful. ^-^ And if you'll find something confusing, then feel free to ask me there whatever is that you need, and I'll try to help you out a bit more. ^-^
  6. Balance suggestions for mod

    I actually never used the Chariel mod before, so please forgive me if I'll sound like I'm talking nonsense, but how about maybe making the peaceful creatures like pigmen and bunnymen hate her and attack her on sight when she is in that form? Or maybe making her slowly lose HP while being in it, which also could make players be a lot more careful while handling that form. Another idea would be making her unable to eat while being in that state, which would mean that sooner or later they would need to turn back anyways to not starve her to death. I don't know how helpful those suggestions might be since I don't know much about that mod. So I'm sorry if that wasn't too helpful ^^;
  7. My character mod is small

    It would be helpful if you could post few screenshots to show how small is your character exactly. However, I had the same problem when I was creating my mod (As I changed the body proportions that my characters have in comparison to the normal Don't Starve characters) I don't know if there is a different way of solving this problem but what I did is that I used the: inst.Transform:SetScale(1.3, 1.3, 1.3) Which changes the size of your character. Put it in your character's prefab file along with the rest of your character's stats. You can of course change the "1.3" numbers to higher or lower, and that will increase/decrease the size of your character. Now about the hats, the way I fixed it in my mod is that I resized their textures so they would look normal on my characters. You can download my mod and then go into the anim folder and take all of the anim files of the resized hats if you want, and throw them inside the anim folder of your mod. (Again, I do not know how small is your character exactly so I'm not sure how much those resized files will help you, but you can give it a try.) Back To Nature << Here's the mod.
  8. Yes, there is. But if you want to give your character the ability to start/use those items then you would need to modify them in your mod, and remove from them the "characterspecific" component. (This component is used to make an item bounded only to 1 specified character) If you want to do that, then you will need to look into the game's prefab files (in the main don't starve folder, go to data >> scripts >> prefabs) Then you will need to look for the prefab file that you want to modify and copy-paste it into your mod's folder. after you do that simply open the copy of the file that you just made and remove from it the lines: inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("woodie") or turn them off by simply placing a " -- " in front of them like that: --inst:AddComponent("characterspecific") --inst.components.characterspecific:SetOwner("woodie") In Abigail's flower file you also will need to look for the line: if not GetPlayer() or GetPlayer().prefab ~= "wendy" then inst:Remove() end and for Wes's ballons the line: inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "wes" then inst:Remove() end end) and remove it/turn it off as this keeps an eye on the character's prefab file and removes the item if it isn't wendy/wes. Then head to your modmain.lua and add your modified file to the PrefabFiles = { } section along with the prefab file of your character. So it should look something like that: PrefabFiles = { "YourCharacterHere", "lucy" } Then of course you can either create a custom recipe to craft those items or simply make your character start with that item (You can find in the tutorial how to do both of those so you can pick whichever you like)
  9. How do i add custom starting items?

    To give your character starting inventory items, head to your character's prefab file and in there You'll see the line: local start_inv = { } Simply add there the "backpack", so it'll look like this: local start_inv = { "backpack" }
  10. I actually did try to do that due to the fact that this tutorial is soooo looong. ^-^; (I actually am new to klei forums .... and... forums in general, so I'm still kinda learning how these things work XD) But I'm guessing that maybe I did something wrong, because it didn't want to work the way it should o,o; I guess I can give it another try XD And there is a table of contents at the very top. (I guess I can try to simple it down a bit more o,o) Hopefully I'll manage to make it better. Thanks for the input though! ^-^
  11. I have seen a lot of people which are still new to modding having troubles with the basic character perks, therefore I decided to create a simple tutorial showing you how to create some basic perks for your character. So if you're having trouble and are working on a mod for DS, RoG, or SW (or... all) then hopefully this could help you out at least a little bit! I know that I'm not the best modder out there, and that there can be few different ways to achieve some of these things in this tutorial, but I'm gonna focus mainly on the ways that I learned how to do them. ---------------------------------------------------------------------------------------------------------------- (IMPORTANT: DST mods differ in their codding from the DS, RoG, and SW. So sadly this tutorial might not help you if you're working on a DST mod) ---------------------------------------------------------------------------------------------------------------- So most of you probably are already using a basic character template, which provides you with a basic modmain.lua file, same as a starter character prefab file which already has the basic list of assets, and character stats for you to manipulate. But just in case you don't have them, then here's where you can get them: Extended Sample Character << Click In this tutorial I'll show you how to: - Set/Change your characters Health, Sanity, and hunger. - Increase/Decrease/Turn off night and dusk sanity drain or how to reverse it. - Set a HP/Sanity/Hunger regen/damage over time. - Set a HP/Sanity/Hunger regen/damage during specified time of the day. - Set a HP/Sanity/Hunger regen/damage during specified season. - Set a HP/Sanity/Hunger regen/damage from rain or while being in caves. - Set a health/sanity/hunger regern/damage from temperature. - Set a sanity/health/hunger loss/gain from attacking creatures. - Set a sanity/health/hunger loss/gain from killing creatures. - Set a Sanity regern/damage by equipping an item. - Erase/Increase/Decrease an existing sanity regen/damage on an item. - Add a sanity aura heal/damage to an item/creature. -------------------------- - Change your character's basic defense/attack power/speed. - Change defense/power/speed based on the time of the day. - Change defense/power/speed based on season. - Change defense/power/speed based on rain or caves. - Change defense/power/speed based on temperature. -------------------------- - Set your character's heat and cold resistance. - Increase/Decrease the HP damage when freezing/overheating. - Make your character fragile/resistant/immune to heat/cold. - Make your character immune to fire. - Turn your character into a monster or make it "not scary to prey". - Make the spiders/merm ignore your character (if unbothered). -------------------------- - Set/Change what your character can/can't eat. - Change the amount of sanity/health/hunger that a specified food gives. - Create a custom food type/group for your character. - Make an non-eatable item eatable to your character. --------------------------- - Give your character starting inventory items. - Make your character always start with a certain custom item (even in adventure mode). - Give your character a night vision/glow. - Unlock recipes for your character. - Change existing recipes. - Give your character custom recipes for existing items. - Remove the sanity gain/loss from picking flowers. (All of the sections are in the same order as in the list above) BTW, I know that you'll see me repeat the same things many times in this tutorial, but that's just because I made it for people to be able to head right away to the section that they care to learn, without needing to read the whole thing. So I'm sorry if you'll find that annoying. Anyways, let's start! ========================================================================= Health / Sanity / Hunger ========================================================================= --=====BASIC=====-- -- Set/Change the character's basic stats -- -- Increase/Decrease/Turn off night & dusk sanity drain or reverse it -- --=====REGEN/DAMAGE BASED ON TIME OR SEASON=====-- -- Set a HP/Sanity/Hunger regen/damage over time -- -- Set a HP/Sanity/Hunger regen/damage during specified time of the day -- -- Set a HP/Sanity/Hunger regen/damage during specified season -- --=====REGEN/DAMAGE BASED ON LOCATION OR RAIN=====-- -- Set a HP/Sanity/Hunger regen/damage from rain or while being in caves -- --=====REGEN/DAMAGE BASED ON TEMPERATURE=====-- -- Set a health/sanity/hunger regern/damage from temperature -- --=====REGEN/DAMAGE BASED ON KILL OR ATTACK=====-- -- Set a sanity/health/hunger loss/gain from attacking creatures -- -- Set a sanity/health/hunger loss/gain from killing creatures -- --=====REGEN/DAMAGE BASED ON ITEMS OR CREATURES=====-- -- Set a sanity regern/damage by equipping an item -- -- Erase/Increase/Decrease an existing sanity regen/damage on an item -- -- Add a sanity aura heal/damage to an item/creature -- ========================================================================= Defense / Attack power / Speed ========================================================================= --=====BASIC=====-- -- Change your character's basic defense/attack power/speed -- --=====INCREASE/DECREASE BASED ON TIME OR SEASON=====-- -- Change defense/power/speed based on the time of the day -- -- Change defense/power/speed based on season -- --=====INCREASE/DECREASE BASED ON LOCATION OR RAIN=====-- -- Change defense/power/speed based on rain or caves -- --=====INCREASE/DECREASE BASED ON TEMPERATURE=====-- -- Change defense/power/speed based on temperature -- ========================================================================= Sensibility / Numbness / Characteristics ========================================================================= --=====BASIC=====-- -- Set your character's heat and cold resistance -- -- Increase/Decrease the HP damage when freezing/overheating -- --=====FRAGILE / IMMUNE=====-- -- Make your character fragile/resistant/immune to heat/cold -- -- Make your character immune to fire -- -- Turn your character into a monster or make it "not scary to prey" -- -- Make the spiders/merm ignore your character (if unbothered) -- ========================================================================= Food ========================================================================= --=====BASIC=====-- -- Set/Change what your character can/can't eat -- -- Change the amount of sanity/health/hunger that a specified food gives -- --=====CUSTOM=====-- -- Create a custom food type/group for your character -- -- Make an non-eatable item eatable to your character -- ========================================================================= Starter inventory / Night vision / Recipes / Other ========================================================================= --=====ITEMS=====-- -- Give your character starting inventory items -- -- Make your character always start with a certain custom item (even in adventure mode) -- --=====CHARACTER=====-- -- Give your character a night vision/glow -- --=====RECIPES=====-- -- Unlock recipes for your character -- -- Change existing recipes -- --=====CUSTOM=====-- -- Give your character custom recipes for existing items -- --=====OTHER=====-- -- Remove the sanity gain/loss from picking flowers -- ========================================================================= And that would be the end of this tutorial. It took me 5 days to compose all this, so I really hope that at least some of you might find it helpful. However, if any of this parts/sections confused you, then please feel free to ask me whatever it is that you didn't understand, and I'll try to explain it differently to hopefully help you out. Also: Please, do not ask any questions that have nothing to do with this tutorial (nor anything it shows) in here. (Just trying to avoid unnecessary mess in the comments) ^^;
  12. Help needed with custom perk coding!

    I'm not sure if by saying "invulnerable to attacks" you meant that you want all of the creatures to simply ignore the character instead of attacking him, or if you just want the character to endure more while wearing the garland. However, I don't know if there is an easy way of making all of the mobs simply ignore the player (without causing any "tracking" issues in the game) but if it's just endurance of the character that you want, then you can try this: (place it in your modmain.lua) GetPlayer = GLOBAL.GetPlayer AddPrefabPostInit("flowerhat", function(inst) if GetPlayer().prefab == "YourCharacterHere" then local function onunequip(inst, owner) owner.AnimState:Hide("HAT") owner.components.health.absorb = 0 end local function onperish(inst, owner) inst:Remove() if owner then owner.components.health.absorb = 0 end end local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "hat_flower", "swap_hat") owner.AnimState:Show("HAT") owner.components.health.absorb = 0.90 end inst.components.equippable:SetOnUnequip( onunequip ) inst.components.equippable:SetOnEquip( onequip ) inst.components.perishable:SetOnPerishFn(onperish) end end) This will increase your character's defense while wearing the garland, so it will lose far less HP when attacked (So you wouldn't need to give your character an immense amount of HP). You can of course change your character's defense to higher or lower by increasing/decreasing the number "0.90". The number represents the percentage that will be absorbed from the inflicted damage. (Example: 0.90 = 90% less damage, 100 = 100% less damage, 0.25 = 25% less damage... and so on) and to make your character gain sanity during dusk, you can try this: (This one goes into your character's prefab file, place it somewhere below your character's stats) inst:AddTag("notdusk") local function CheckTime(inst) if GetClock() and GetWorld() then if GetClock():IsDay() and inst:HasTag("dusk") and not GetWorld():IsCave() or GetClock():IsNight() and inst:HasTag("dusk") and not GetWorld():IsCave() or GetWorld():IsCave() and inst:HasTag("dusk") then inst.components.sanity.dapperness = 0 inst:AddTag("notdusk") inst:RemoveTag("dusk") end if GetClock():IsDusk() and inst:HasTag("notdusk") and not GetWorld():IsCave() then inst.components.sanity.dapperness = 0.5 inst:AddTag("dusk") inst:RemoveTag("notdusk") end end end inst:DoPeriodicTask( 0.0, function(inst) CheckTime(inst) end) If you want to increase/decrease the amount of sanity that your character will be gaining during dusk then you change the number "0.5" to higher or lower. I hope this helps. And good luck with your mod! Edit: Woops! Silly me! I made a small mistake in the script for the garland! It's fixed now! Sorry about that XD
  13. About creatures Template

    I have seen some creature "tutorial/templates" on steam. (So I'm not sure if this will be helpful to you, but in case it is I will link them all) I have not tried them out though, so I don't know how good them might be. Creature Mod Tutorial 1 Creature Mod Tutorial 2 Creature Mod Tutorial 3 Creature Mod Tutorial 4 Creature Mod Tutorial 5 Creature Mod Tutorial 6 Creature Mod Tutorial 7 Creature Mod Tutorial 8
  14. Custom Edibility

    Nothing does. o.o The only thing that you should change is the "YourCharacterHere" which should be replaced with your character's prefab name. It would be helpful if I could see your crash log, so I could see what exactly is the issue in that one part. ^^; Also, just to be sure, I need to ask (as many new member tend to do this mistake) You are attempting to make a mod which is compatible with DS, RoG and/or SW. Right? o.o Because if you are working on a mod which you wish to be compatible with DST then this is the wrong forum section for this. The right forum section for it is the [Don't Starve Together] Mods and tools where you can get a lot more help if you're working on a DST mod.
  15. Custom Edibility

    You can actually very easilly add any kind of food stats and edibility to any kind of item in the game. All you need is to head to your mondmain.lua and add this in it: GetPlayer = GLOBAL.GetPlayer AddPrefabPostInit("boneshard", function(inst) if GetPlayer().prefab == "YourCharacterHere" then inst:AddComponent("edible") inst.components.edible.foodtype = "NOMS" inst.components.edible.healthvalue = 5 inst.components.edible.sanityvalue = 5 inst.components.edible.hungervalue = 5 end end) This will add the edibility to the bone shards. Of course you can change the numbers "5" to increase/decrease the sanity, health, and hunger values that they will give to your character. The "NOMS" is your new custom food group. You can give it any name you want really, it doesn't really matter. Then you will need to head to your character's prefab file and add that new custom food group into your character, like this: inst.components.eater.ablefoods = { "NOMS", "MEAT", "VEGGIE", "INSECT", "SEEDS", "GENERIC" } inst.components.eater.foodprefs = { "NOMS", "MEAT", "VEGGIE", "INSECT", "SEEDS", "GENERIC" } (Place it along with your character's stats) Or... a different approach would be to simply place them into an already existing food group like this: AddPrefabPostInit("boneshard", function(inst) if GetPlayer().prefab == "YourCharacterHere" then inst:AddComponent("edible") inst.components.edible.foodtype = "VEGGIE" inst.components.edible.healthvalue = 5 inst.components.edible.sanityvalue = 5 inst.components.edible.hungervalue = 5 end end) However this might cause other creatures react to it as food as well (for example the pigmen might attempt to eat them if they spot them laying on the ground, that's why I believe that creating a custom food group would be the best idea) I also talked about creating custom food groups in here: (Just in case you're interested) I hope this will solve some of your problems. And good luck with your mod ^-^