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

      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:   


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About BraveChicken

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    Junior Member
  1. 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
  2. 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.
  3. 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 ^-^
  4. Back to nature [DS] [RoG]

    Hmm, that's weird. o,o Are you sure you have the latest version installed/downloaded? Or have you maybe tried re-downloading it? o: (Because the mod seems to work fine for me, so I'm not sure what else could cause this issue) o,o
  5. Rabbit home +

    Yes, I know. This is just basically how the rabbits work due to the fact that once you go too far away from them they just stand still on the map and don't spawn new holes XD Or at lest that's what I believe is happening, since each time I tested it, only the rabbits in the closest area were actually spawning their new homes, and all the others which were too far away didn't :/ (Which is too bad because I actually wanted them to spawn new holes even if the player would be far away from them) ^^;
  6. Rabbit home +

    Version 1.0


    Rabbit home + Lets rabbits spawn new homes! Compatible with [RoG] only. Steam download link ------------------------------------------------------------------------------------------------------------ I have no idea if a mod like this already exists or not XD But when I tried looking for one, I couldn't find any. So I decided to make one on myself. (It literally took me like 10 minutes to script and test xD) I wanted to make this mod to be compatible with DS and SW as well, but it sadly turned out to be buggy in DS and not activate itself unless the season just changed. And I don't really have SW to know if it works there. I might update it in the future and try to make it compatible with DS and SW as well ...if... there will be a demand for it XD And as for now... I hope you'll have fun with this silly, little mod XD ------------------------------------------------------------------------------------------------------------- About the mod This is just a silly, little mod which let's rabbits be able to spawn new rabbit holes. It's good for players which would like to create their own rabbit farm near their base or underground/in caves, or simply are feeling bored and want to see the world drown in rabbits! XD This mod has few different breeding speed settings, so you could choose the one you like the most. (Btw, The character that you can see on the picture, does not come with this mod. If you want him then you can get him here >> Back to nature ) --------------------------------------------------------------------------------------------------------------- How it works Once this mod get's activated, rabbits will start to spawn rabbit holes in a random time. The speed in which they will be spawning new homes depends on the set speed in the "configure mod" options. Rabbits will keep on spawning new rabbit holes in every season except spring. Rabbits will be able to spawn new rabbit holes underground / in caves same as on the surface. Rabbits won't be spawning new rabbit holes if the player is too far away from them. (That's why this mod is useful only when you're trying to make a rabbit farm near your base, restore a destroyed rabbit farm, or simply derp around.) Rabbits won't spawn new rabbit holes if they are too close to other rabbit holes. You can capture rabbits and place them in any spot that you want your rabbit farm to be. Keep in mind that an extreme amount of rabbits might eventually start lagging your game. (Duh... XD) ------------------------------------------------------------------------------------------------------------- Bugs Rabbits are able to spawn rabbit holes on any type of turf. This mod does not specify where the rabbits can and where they can't spawn new rabbit holes. So even if placed on stone turf, wooden boards or wherever else where they can hop around, they still will be spawning new rabbit holes. (If you'll encounter any other bugs or issues which are not listed here, then feel free to let me know about them)
  7. Back to nature [DS] [RoG]

    Thank you~ ^^ And sorry but I'm not really planing on making it SW compatible ^^; ( I don't really even have the SW version of Don't starve XD; )
  8. To make the necklace you will need to create custom textures for it (if you want. You can also simply copy already existing textures and simply recolor them.) So basically you'll need an anim file for your necklace. A Build renamer to be able to name the build of your necklace. ( Here is a link in case you don't have them ) And a simple prefab file. Now I made you a base prefab file since I already had in my own mod an item which didn't had too many complicated things on it, and I marked you all of the things that you would need to know. (Remember just to replace the "red_scarf" which was my custom item, to the name of your custom item XD and everything should hopefully work well.) base_prefab.lua
  9. Version 1.3.6


    Back to nature A pack of 3 characters. Compatible with [DS] and [RoG] Steam Download link ------------------------------------------------------------------------------------------------------------ I still can't believe that I finally finished my first mod ever! In just few days, after researching and studding the game's files, I managed to learn enough of the basics to be able to achieve most of the things I needed for my mod. And for the other ones, I tried giving all of the credits of the mods that I found helpful in the script of my mod. (I was too shy to ever ask for help, so it was a long few hours/days of headache and studding of the game files, to try and understand how things work to be able to alter them in my mod X___X; ) My project was quite ambitious as for someone that literally knew one big 0 about how to code this game, but I never gave up on it. I have worked with complicated coding before on advanced custom stories for Amnesia the dark descent, so I thought "Pfft. Don't starve? How hard can it be? It's probably gonna be a breeze!" ...umm... Yea... Nope. XD That actually was a lot harder that I expected. But then again... Most things are hard before they become easy XD So 4 months and about 300 hours of testing later, this mod was born! XD The artwork and characters are made by me. And of course... (I don't think I need to mention it but I will anyways) Feel free to use the coding I made for my mod if you'll find it helpful, or even change it to use it in your own mod if you wish. However, please DO NOT reuse any of the art that I made for this. Thank you, and I hope you'll enjoy my mod! ^-^ (Also, sorry if there are any typos anywhere. They tend to escape me. XD Evil typos! :U ) ------------------------------------------------------------------------------------------------------------- About the mod The mod contains 3 different characters. (Wool, Weem, and Waan) Each character has different perks, custom speech, and special items. All of the characters are taller than the normal Don't starve characters and have different analogies/anatomy. They all also have their own custom character selection frame. (You can check for them in the description below or in the pictures attached to this mod.) Also: Keep in mind that this mod resizes the headwear of the characters. So if you'll be playing with a normal Don't starve Character while having this mod on, then the headwear will look small on them. WARNING! Do not use this mod along with any other mods which transfer anything from SW to DS/RoG. It might crash your game or kill your character. (If you're playing with Wool, Weem or Waan.) Also: Please do not attempt on making this mod compatible with SW or DST on your own. Thank you for reading and for understanding. I hope you'll still enjoy the mod the way it is. --------------------------------------------------------------------------------------------------------------- Wool Wool is a peaceful, sweet, deer-like creature which loves nature and gets heartbroken when he sees plants suffering or getting hurt. He sees the life of plants on an equal level as the life of any other living creature, making him sad that he needs to hurt them in order to survive. Wool isn't the easiest character to play as. He loses sanity pretty quickly while gathering resources, and he gets hungry fast. Wool also has a very useful fried, a wisp. She can glow in the dark, heal his HP and recover his sanity. The wisp wakes up from a pearl which is Wool's special item that he starts with. The pearl can also be upgraded into a blue pearl, fire pearl, silver pearl, or golden pearl. Each pearl wakes a different wisp with different helpful perks. Stats HP - 200 | Sanity - 120 | Hunger - 90 Neutral perks - He is not scary to "prey", so animals like rabbits and gobblers won't run away from him. Pros - He loses no sanity during nigh. - Standing near dark flowers, wearing the fashion melon, and digging up graves does not decrease his sanity. - He can regain sanity by standing near trees, rabbits, beefalos, flowers, and by planting trees. - He has increases defense. - Starts with the recipe for healing salve unlocked. - He will spawn a butterfly from time to time. (That's just to make sure that he will always have some way to restore sanity while the Wisp is resting) - He can pick up the spiky bush without getting hurt. - He gets less hungry from eating flower petals. (+3) (dark petals give him no penalty) - Beefalos see him as one of their own and will not attack him even during mating season. They will also dash to protect Wool upon witnessing him being attacked. (They will still attack if attacked) - He can warm himself up by standing near beefalos. - He can see beefalos on the map. - His fur keeps him warmer during winter. He also takes less damage while freezing. - His Wisp can heal his sanity and health, and she glows in the dark. Cons - He loses sanity while chopping down trees, picking flowers, grass, or any other plant. (except cactus) - Loses sanity while standing near tree stumps, burned trees, drying racks, and while wearing moggles, garland, or holding grass umbrella, or ham bat. - Loses A LOT of sanity from burning plants and trees, and from heads on a pole. - Loses large amount of sanity from eating mandrakes. - Killing any living creatures (animals and monsters) decreases his sanity. (The amount of sanity loss varies depending on the killed creature) - He does not regain any sanity from scalemail. - He is a herbivore and can't eat any meat nor any crock pot food that can be made with meat. - He gets hungry fast. - Wisp needs few days to recharge, and is not fast enough to catch up with Wool while he runs. (on a road or with a walking cane) Food (Some foods also work differently on Wool.) - Durian - HP.0 Sanity.0 - Cooked durian - Sanity.0 - Red cap - HP.5 Hunger.12 Sanity.0 - Red cap cooked - Hunger.12 Sanity.0 - Green cap - HP.0 Hunger.12 Sanity.5 - Green cap cooked - HP.0 Hunger.12 Sanity.15 - Blue cap - HP.20 Hunger.12 Sanity.0 - Blue cap cooked - HP.20 Hunger.12 Sanity.10 - Dragonpie - Sanity.10 - Powcake - Can't eat. - Taffy - HP.0 - Stuffed eggplant - Can't eat. - Wet goop - Can't eat - Goat milk - Sanity.20 - Watermelon - Hunger.60 - Cactus flesh - HP.0 - Lichen - Sanity.0 Wisp Wisp is Wool's little companion, which when awoken will follow Wool and assist him with her light and heals. Wisp awakes from the pearl which Wool carries. It takes 1-3 days for each pearl to fully charge. When a pearl is charged, place it on the ground and wait 10 seconds for the wisp to wake up. Every wisp will stay with Wool for 1 full day. (Starting from the moment it was awoken) Only the silver and golden wisp will stay for longer time. After the wisp's time will be up, it'll turn back into the original Sleeping pearl (White pearl). Tip: To avoid ending up in the dark when the wisp will suddenly fall back asleep, awake your wisp during the day or dusk. ------------------------------------------------ Weem Weem is a highly educated and intelligent water creature of the night. She loves solitude and spending time learning new things or crafting magical items. She is not too interested in technology related objects. Weem can be a pretty difficult character to play as, as her sanity and health keeps on decreasing during the day, and can easily kill her if she won't be properly taken care of. She, however, has all of the magical/ancient necklaces and staff (along with few other magical/ancient recipes) already unlocked from the start, and along with her ability to craft gems and use magic without sanity loss, can make her a powerful character when using magic. Stats HP - 160 | Sanity - 150 | Hunger - 150 Neutral perks - Planting butterflies will make a dark flower appear instead of a normal one. - Her speech can provide the player with few information about the inspected objects. (But they tend to be long) Pros - Regains sanity during night and in caves. - Rain heals her sanity and health. - Spiders and merm don't mind her but will still attack her if attacked. - Ghosts won't case her even if attacked. (She will still get damaged on contact) - She can craft gems, thulecite, living log, spiderhat, and walrus tusk. - She has most of the magical/ancient recipes unlocked from the start. - She can use the magic/ancient staff without any sanity loss. - She can craft from the unlocked ancient recipes without being near the altar. - She can craft a stuffed spider which will make spiders protect her upon witnessing her being attacked. - Can craft a rainshell which will call rain when played. - She glows in the dark. (Her glow increases during rain and in caves/underground) - She runs faster during rain and in caves/underground. - She can grow and cut her hair to receive silk. - She doesn't lose sanity from moisture. (But still dislikes wet clothes) - She can always see the closes sinhole (cave entrance) to her always uncovered on the map when loading/starting the game. - Bug net last for much longer when she is using it. (-1% per use) (Just because she needs a lot of butterflies to create more dark flowers for her crafts.) Cons - Loses A LOT of health during day. - Loses sanity during day and dusk. - Overheats fast. - Pigman and bunnyman hate her and will attack her on sight. - Catcoons dislike her and will attack her if approached too close. - She can only eat meat and drink blood. (She prefers her meat RAW) - Most crock pot foods which can be made with veggies or fruits will damage her health. Food - Fishsticks - HP.-10 - Fishtacos - HP.-5 - Kabobs - HP.-20 - Meatballs - HP.-20 - Perogies - HP.-20 - Unagi - HP.-20 - Guacamole - HP.-20 - HotChili - HP.-20 - Mosquito's blood sack - HP.10 Hunger.8 Sanity.30 - Meaty stew - HP.-2 - Cup of blood - HP.30 Hunger.5 Sanity.3 - Monster blood - HP.3 Hunger.5 Sanity.30 ------------------------------------------------ Waan Waan is a cheerful adventurer, filled with love towards technology, lots of excitement, and bad puns. He is always ready to explore, and when he doesn't talk about food or adventure, he loves making fun of everything around him. He in reality is a young prince who always tries to escape his kingdom as he loves the though of adventure a lot more than the though of becoming a king. Waan is not too difficult character to play as. He is a very good character for players which love exploring the map and rarely stay in one place or around the camp area. He still might cause troubles during winter as he freezes fast. Stats HP - 120 | Sanity - 200 | Hunger - 150 Neutral perks - Starts with a backpack, food, a compass, his boomerang Boomy, his royal scarf, and a thermal stone. Pros - Loses no sanity during night. - Can't lose any sanity due to food. - Loses no HP from any kind of meat nor crock pot food. - Loses no sanity when using the orange teleport staff. - Is not a fuzzy eater and hardly gets any negative effects from food. - Can see in the dark. - Can craft gears. - Walks and runs faster than the normal characters. - He knows how to craft a shovel, a thermal stone, a backpack, a walking cane, a compass, a rope, a crock pot, a spear, a cut stone, and a tent from the start. - He is a desert cat and will never overheat. - His special weapon Boomy is unbreakable and has high range and damage. - He has a collection of maps which let's him see all of the maps fully uncovered. - His royal scarf has a high sanity heal. Cons - Can't gain any sanity from food. - Doesn't have much HP. - His special weapon Boomy can easily kill or severely damage him if not caught. - He is a desert cat and freezes fast. - His royal scarf is not too easy to make. - He needs to keep the maps with him to see them fully uncovered. (As he tends to forget and the maps get covered up again) ------------------------------------------------------------------------------------------------------------- Bugs Few animations might seem wonky. Due to the fact that I tried giving to the character different analogies/anatomy, some of the animations might seem weird. (Even though few of them are caused due to the game's texture selection) Wisp gets in the way of planting. Wisp might often get in the way when Wool is trying to plant something. (If that happens, simply make a small step forward and retry doing what you wanted to do.) Wisp's timer changes. After entering a cave/going underground with an active wisp, it's time will reset (But only for the cave). Entering/exiting caves, or saving and exiting the game while the wisp is active, it might cause it to change it's timer (sometimes staying a bit longer/shorter) Wisps's animation freezes. Wisp sometimes right after waking up might look like she is frozen in the air. But that's just the animation waiting for wool to move in order to begin. Waan's night vision & Weem's night glow doesn't activate. Sometimes when the night starts, the character's night vision/glow won't get activated while the character stands near a light source. If that happens, don't worry and simply enter the darkness or turn off the light source, that will activate the night vision/glow immediately. Waan's maps don't show in the animation. Waan's book does not appear in the reading animation in DS (But it works in RoG) Weem's HP decrease is missing the arrow. The arrow which indicates a health decrease does not show during the day when Weem is losing HP. Other The character's have their shadow in the wrong place. That's actually not a bug. This is caused by me trying to push the character's textures almost to their limits in an attempt to make the characters taller than the normal ones. (If you'll encounter any other bugs or issues which are not listed here, then feel free to let me know about them)
  10. I actually have very similar things in my own mod So here ya go, this is what you'll need: To make your character lose sanity each time it'll attack something, you need to head to your character's prefab file and add this somewhere below your character's stats. local function OnHit(inst,data) inst.components.sanity:DoDelta(-1) end inst:ListenForEvent("onhitother",OnHit) You can of course change the "-1" to whatever other sanity damage you wish your character to take. To make your character almost immune to overheating, you can go in 2 different ways about it, it all depends what effect exactly you'll wish to have on your character. If you want your character to still be able to overheat but simply do it very slowly, then add this line in your character's prefab file along with your character's stats inst.components.temperature.inherentsummerinsulation = 200 This will slow the time in which your character will start to overheat. You can increase the number "200" if you want your character to overheat even slower. However, if you want your character to be literally immune to overheating then you will need to change your character's max temperature range (Character start overheating when they reach the temperature of 70) So again, in your character's prefab file, add this along with your character's stats. inst.components.temperature.maxtemp = ( 65 ) This will make your character be unable to overheat but still show the "sweating" animation (if you don't want your character to show that animation then simply change the max temperature to 60 instead) Now, To make your character gain sanity from temperature you'll need this. This also goes into your character's prefab file, place it somewhere below your character's stats local function CheckTemperature(inst) if inst.components.temperature then local t = inst.components.temperature if t:GetCurrent() > 64 and not inst:HasTag("heating") then inst:AddTag("heating") inst.components.sanity.dapperness = TUNING.SANITYAURA_TINY*2 end if t:GetCurrent() < 64 and inst:HasTag("heating") then inst:RemoveTag("heating") inst.components.sanity.dapperness = 0 end end end inst:DoPeriodicTask( 0.0, function(inst) --This will keep on checking your character's current temperature. CheckTemperature(inst) end) You can change the number "*2" next to "TUNING.SANITYAURA_TINY" if you want to increase or lower the amount of sanity your character will be gaining. And if you want your character to be fragile to cold then you can play with the max temperature range again. (character's start freezing when they reach temperature 0 ) (You can use the code I made for my own character. This is just copy paste from my own mod XD with few changes) Same as everything else, this also goes to your character's prefab file, somewhere below your character's stats. inst:ListenForEvent("seasonChange", function(it, data) if data.season == SEASONS.WINTER then inst.components.temperature.maxtemp = ( 6 ) end if data.season == SEASONS.SPRING then inst.components.temperature.maxtemp = ( 65 ) end if data.season == SEASONS.AUTUMN then inst.components.temperature.maxtemp = ( 65 ) end if data.season == SEASONS.SUMMER then inst.components.temperature.maxtemp = ( 65 ) end end, GetWorld()) This will change your character's max temperature range depending on the season. (But this also means that your character will be unable to get too warm during winter) I hope this helps ^-^ And good luck with your mod!
  11. Custom character food prefab

    I believe the problem might be because of the if GetPlayer() call. I think that the Don't starve together might use a different one and that's why it's giving you errors. And no worries! I'm always glad if I can help someone ^-^
  12. Custom character food prefab

    If you want your mod to be compatible with Don't starve together then I sadly won't be able to help you as much (Because as I mentioned I don't have Don't starve together to know about all of the differences in the script that it would need to be made. But there's a lot of helpful people on the [Don't starve together] Mods and Tools, so I'm sure you'll find help anyways) and as for the bone, the easiest way would be changing the text in your character's speech.lua so upon examining the eyebone your character would say "I can't touch the 'Cursed bone'". Just look for CHESTER_EYEBONE in the speech.lua of your character and put the same text in the GENERIC and WAITING state. It should work.
  13. Custom character food prefab

    Hmm, I haven't really used the "for k, v in pairs" type of coding that much so I also will need to look around to try and solve the problem. And if I'll figure something out I'll let you know. But from what I managed to understand from the script, it looks like you're trying to add a sanity aura on some prefabs/entities? If yes, then is there a reason why you are adding it this way instead of adding it directly on the prefabs files? (I mean simply adding the lines inst:AddComponent("sanityaura") inst.components.sanityaura.aura = -TUNING.SANITYAURA_SMALL into the critter_kitten and critter_puppy prefab files) And as for the chester_eyebone, try removing (or turning off) the line inst.components.talkerSay("I can't touch the 'Cursed bone'") Also, just to be sure I need to ask. You are testing it in Don't starve or Don't starve: Reign of Giants. Right? Because Don't starve together of what I managed to understand uses few different codings so it could cause you errors. I just want to be sure. (I don't really have Don't starve together to be fully aware of all of the differences there)
  14. Custom character food prefab

    It looks like your game can't find the prefab file "alishia". It happens when the file is called in your modmain.lua in the PrefabFiles = { } section but the file either don't exist in your prefabs file folder or has it's name changed. Check in your modmain.lua if the right prefab files are called in the PrefabFiles section, and the name of your prefab file and folders. It's probably just a typo somewhere. If you'll keep on having that problem with your mod then you can send it over to me and I'll try to fix it. (If you want)
  15. Custom character food prefab

    I believe the fastest way to do that would be adding new "food type" to your character (instead of running through all of the existing foods in the game to set them as "uneatable") It's pretty simple. Go to your character's prefab file and add this along with your character's other stats: inst.components.eater.ablefoods = { "NOMS" } inst.components.eater.foodprefs = { "NOMS" } (You can of course change the "NOMS" to whatever other name you want to give them XD it doesn't really matter.) Then head to your modmain.lua and add this: GetPlayer = GLOBAL.GetPlayer AddPrefabPostInit("fish", function(inst) if GetPlayer().prefab == "YourCharacterHere" then inst.components.edible.foodtype = "NOMS" end end) AddPrefabPostInit("fishsticks", function(inst) if GetPlayer().prefab == "YourCharacterHere" then inst.components.edible.foodtype = "NOMS" end end) and so on... I hope this helps. And good luck! ^-^