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About Scrumch

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  1. Hello, My character mod has a perk where they do more/less damage depending on the time of day. This perk works in the base game, RoG and DST - but when I use this character in Shipwrecked, the damage perks don't apply? Are there any workarounds for this problem? Edit: I found a fix, here's what I did: if IsDLCEnabled(CAPY_DLC) or IsDLCEnabled(PORKLAND_DLC) then inst.components.combat:AddDamageModifier("wakes", -0.25) else inst.components.combat.damagemultiplier = 0.75 end Side note, does anyone actually know why this bug exists in the first place?
  2. It was just steam acting up, I republished it 5 times and on the 5th the uploader decided to work.
  3. I'm trying to publish my mod onto the Steam Workshop, but whenever I try to publish it I always get an error, it's either 'Error uploading preview image' or 'Error failed sharing mod data'. Am I doing anything wrong?
  4. Version 1.0.2


    Based off of Dragon Wolf Leo's Extended Sample Character Add my character: Takes-the-Shot to Don't Starve Together. She's an Argonian far from home. The last thing she remembers is a shadowy figure offering to help her after a wolf attack went sour. While her wounds were healed, she's now stuck in these strange lands with seemingly no way out. Featuring fully re-done voice lines! Her very own custom instrument! (It's a toy saxophone) 5 new items! 1 hidden Crock Pot recipe! STATS: Health: 130 Hunger: 135 Sanity: 175 PERKS: Is an Argonian: While she may not act like one, Takes-the-Shot is an Argonian, a race of reptilian people native to the swamps of Black Marsh. This means she's more vulnerable to cold, taking triple freezing damage, when her body temperature drops below 5 her sanity will start dropping and her body will slow down, slowing both her metabolism and speed. Though while a human will have a better time surviving Winter, she's much more comfortable when it comes to rain. Sanity penalties from wetness and equipping wet items doesn't bother her in the slightest! (Though she will still get wet - she's wearing clothes after all!) Has nice clothes: While it may not looks like it, Takes-the-Shot is an aspiring thief and ne'er-do-well and has some of the outfit to match! Hitting the configurable key ('Z' by default) will pull up her hood from off her back. While she obviously can't wear to pieces of headgear at once, the hood does have some benefits. It has 50% damage resistance, and an insulation value of 60 and the best thing is, it'll never run out of durability! In addition, while she may be a bit wimpy (-25% damage), under the cover of dusk she'll fight just fine. But when it's nighttime, she'll can hit enemies with a sneak attack, dealing 25% more damage than at dusk! This attack bonus even works in the caves! Grows a hideous plume of feathers: Takes-the-Shot may look bald, but it's actually just dedication to keeping her head feather-free. As the days go on without 'shaving' she'll start growing ugly pink feathers. While on her, they only serve to upset her and damage her sanity, with the toll on her mind getting greater the more they grow. The may seem useless at first, but I'm sure the Saxhleel would have a way to make use of them... Special Thanks: K1NGT1GER609, Ultroman and zetake from the forums for coding advice and help! And a massive shout out to for making the fantastic character portrait and beta testing! You're the best!
  5. Such a small change really made a difference! I also noticed that Lucy no longer falls out of your inventory when you transform, which I bet was meant to go with this update.
  6. I'm getting ready to publish the DST version of my character mod and have nearly all the sounds in place. Are there any examples of how to replicate the /yawn and /sleepy emote sounds for a custom voice type?
  7. Even though she's just one image, I'd love to see Waverly fully implemented. Having a magic user who isn't all 'prim and proper' like Wick and Max would be really cool. I always thought her being a magical version of Wigfrid, being able to make her own cheaper/better magic staffs and excelling with them, but lacking physical strength. Also, considering her select screen image includes her hat, I think it would be really funny if her major downside was that she refuses to take her witch hat off, so she can't use headgear? That and Wickerbottom being deeply confused about how some swamp-dwelling, accent-having, crazy old woman could use her magic books just fine.
  8. Custom food values?

    Should that go in the master_postint or in it's own function?
  9. Custom food values?

    I was more so thinking about making a specific food item give different values when this mod character eats it, but I will try that.
  10. It was the script trying to give the item custom food values for one specific character, I think.
  11. Continuing from my last post, I figured out where I went wrong. I need to find a way to change the values of a food item when by a specific character? What would be the best way to do this?
  12. For all of the other items in my mod, I can spawn them in using the both console commands, but with this item specifically trying to get them with the client side console commands, or through the normal means doesn't work. It just leaves me with the item on the floor, I can't inspect it or pick it up? Where am I going wrong here? Item's prefab file local assets = { Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/wakes_eggs.xml"), Asset("IMAGE", "images/inventoryimages/wakes_eggs.tex"), } local prefabs = { "wakes_eggs", } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) MakeSmallBurnable(inst) MakeSmallPropagator(inst) inst.AnimState:SetBank("wakes_eggs") inst.AnimState:SetBuild("wakes_eggs") inst.AnimState:PlayAnimation("idle", true) inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetFalloff(.7) inst.Light:SetIntensity(0.15) inst.Light:SetColour(172 / 255, 247 / 255, 246 / 255) MakeInventoryFloatable(inst, "small", 0.15, 0.6) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wakes_eggs" inst.components.inventoryitem.atlasname = "images/inventoryimages/wakes_eggs.xml" inst:AddTag("preparedfood") inst:AddComponent("edible") inst.components.edible.healthvalue = -25 inst.components.edible.hungervalue = 50 inst.components.edible.sanityvalue = -75 inst.components.edible.foodtype = "MEAT" inst:AddComponent("perishable") inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED*2) inst.components.perishable:StartPerishing() inst.components.perishable.onperishreplacement = "rottenegg" inst:AddComponent("tradable") inst.components.tradable.goldvalue = 1 MakeHauntableLaunch(inst) return inst end STRINGS.NAMES.WAKES_EGGS = "Chaurus Eggs" STRINGS.RECIPE_DESC.WAKES_EGGS = "Eggs for an Egg-Sister." return Prefab("common/inventory/wakes_eggs", fn, assets, prefabs) Modmain part where the item's mentioned: local FOODTYPE = GLOBAL.FOODTYPE local FOODGROUP = GLOBAL.FOODGROUP RECIPETABS = GLOBAL.RECIPETABS Recipe = GLOBAL.Recipe Ingredient = GLOBAL.Ingredient local AllRecipes = GLOBAL.AllRecipes local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH local wakes_eggs = { name = "wakes_eggs", test = function(cooker, names, tags) return (names.tallbirdegg or names.tallbirdegg_cooked) and (names.wormlight or names.wormlight_lesser ==2) and not tags.meat end, priority = 10, weight = 1, foodtype="MEAT", perishtime = TUNING.PERISH_PRESERVED*2, cooktime = 1, } AddIngredientValues({"tallbirdegg"}, {blue_egg=1}) AddIngredientValues({"tallbirdegg_cooked"}, {blue_egg=1}) AddIngredientValues({"spidereggsack"}, {blue_egg=1}) AddIngredientValues({"wormlight"}, {blue_glow=1}) AddIngredientValues({"wormlight_lesser"}, {blue_glow=1}) AddCookerRecipe("cookpot", wakes_eggs) AddIngredientValues({"spidereggsack"}, {egg=4}) AddPrefabPostInit("wakes_eggs", function(inst) if GLOBAL.ThePlayer.prefab == "wakes" then inst:AddComponent("edible") inst.components.edible.foodtype = "MEAT" inst.components.edible.healthvalue = 50 inst.components.edible.sanityvalue = 50 inst.components.edible.hungervalue = 75 end end) Any help would be appreciated, I've been stuck on this for hours.
  13. There's the code MakeInventoryPhysics(inst)! That's what I was missing. I must've took it out. Now to figure out how to make them float in Return of Them.
  14. Hi, I was moving all my items over to my DST version of my mod when I came across this issue. When I drop an item in a cave-less world, the item's dropping animation plays just fine. But when I drop the item in a world with caves, it flies from off screen instead of dropping off my character?
  15. Hi, My mod for Single Player Don't Starve has already been published, so I'm now working on getting it ready for Don't Starve Together. Some of the perks I've managed to move over successfully and some haven't. Any ideas on the following?: More sanity aura from Glommer Lower maximum body temperature in Winter (so you freeze 'faster') Removing sanity drain from wetness and wet items Thanks you.