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

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

BraveChicken

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About BraveChicken

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  1. {Character perks} mining gems

    Hmmm, that's weird. I've tested it and it seems to work fine for me. o.o May I ask: Is the mod which you're attempting to make a DST mod or is it for DS/RoG/SW? As the DST mods have differences in the way that they need to be scripted. (I don't really know how to script for the DST mods, but if that's what you need then you can try asking for help in this forum section here. DST mods and tools I'm sure You'll find plenty of helpful people there )
  2. {Character perks} mining gems

    Oh right! I forgot! Try adding this line somewhere at the very top of your modmain.lua GetPlayer = GLOBAL.GetPlayer And let me know if that helped. This line is needed so your mod would know what to do with the "GetPlayer()". I'm kinda used to having most of the basic lines already added to my modmain.lua so I forgot to mention it. Sorry about that. ^-^;
  3. {Character perks} mining gems

    This is pretty simple~ Head to your modmain.lua and in there add this: AddPrefabPostInit("BolderNameHere", function(inst) if GetPlayer().prefab == "YourCharacterHere" then inst.components.lootdropper:AddChanceLoot("redgem", 1.00) end end) Simply place the prefab name of the bolder that you want to add your additional drops to, the name of your character, and here is how the lootdroper line works: You can copy-paste it as many times as you want (to add more additional drops). You can of course change the "redgem" to any other gem that you wish to drop, and the number at the end "1.00" shows the drop chance percentage. 1.00 = 100% drop change, 0.50 = 50% drop change, 0.25 = 25% drop chance, and so on... Example: AddPrefabPostInit("rock1", function(inst) if GetPlayer().prefab == "YourCharacterHere" then inst.components.lootdropper:AddChanceLoot("redgem", 1.00) inst.components.lootdropper:AddChanceLoot("buegem", 0.30) inst.components.lootdropper:AddChanceLoot("greengem", 0.10) end end) You will need however, to do this for all the boulders that you wish to add additional drops too. I hope that helps. Good luck!
  4. A character that isn't there

    Ok! that little thing you just posted "local shadow = inst.entity:AddDynamicShadow()" actually helped me out a lot! I looked for a file called entity (to find the source of it) and I managed to find the "entityscript" and in it I found the line "self.DynamicShadow:Enable(false)" which solves the problem! Go to your character's prefab file and add to the local fn = function(inst) the line inst.DynamicShadow:Enable(false) This will get rid of the shadow! Welp, I guess I learned something new today too! XD
  5. A character that isn't there

    To make all mobs ignore you, add the line: inst:AddTag("notarget") to your character's prefab file (in the local fn = function(inst) ) That should solve the problem with beefalos, birds and killer beehives that were still "noticing you". To mute your character simply add the line: inst.components.talker.special_speech = true somewhere along with your character's stats. That will make your character unable to speak up and comment over any examined item/entity. Also if you would like to make your character unable to trigger spiders when stepping on their webs then add this line too: inst.components.locomotor.triggerscreep = false And for the console commands you can create a simple TaskInTime which will trigger all of the console commands that you need each time you'll load the game. The code looks like this: inst:DoTaskInTime( 0.1, function(inst) PLACE CONSOLE COMMANDS HERE end) This one also goes into your character's prefab file, in the local fn = function(inst). Simply place all of the commands in the marked spot and the TaskInTime will do the work for ya. Example: inst:DoTaskInTime( 0.1, function(inst) GetWorld().minimap.MiniMap:ShowArea(0,0,0,10000) c_give('carrot') end) I hope that helps. However, I'm not really sure how to remove the shadow of the character... Sorry about that. XD
  6. how to create about regen mod

    It's the "local fn = function(inst)" in your character's prefab file, in which your character's stats are. So if you'll place the line: inst.components.health:StartRegen(amount, period) below your character's stats, then that should work.
  7. If you are working on a DST mod, then yes, there are differences in coding between the "normal" DS and the DST. I would gladly help you if I could, but sadly I do not have DST to even be aware of the coding differences that would need to be made there. However, you may want to ask for help in the DST mods and tools forum section, as I'm sure you'll manage to find someone to help you there. I'm sorry that I can't be of more help.
  8. 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
  9. 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.
  10. 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)
  11. 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.
  12. 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. ^-^
  13. 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 ^^;
  14. 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.
  15. 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)