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Everything posted by Heavenfall
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Version v25
17364 downloads
This mod is available on the Steam workshop! Downloading it from there means it automatically updates when I release new versions. Adds a few Summons (and a building) to accompany you in your travels. Please keep in mind that you are playing a MOD made by a fan, so please report any bugs you find on this page. A special thanks to @WrathOf for providing crucial scripts and tools to making this work. What it does How to install -
Version v20
12167 downloads
Changes the day-night cycle so that after night comes dawn, then a new day. It also adds a golden butterfly that can appear during dawn. This mod is available on the Steam Workshop! Downloading it from there means it automatically updates when I release new versions. What it does How to install -
Preview Mod Upgrade Issues
Heavenfall replied to Ipsquiggle's topic in Testing: Strange New Powers (CLOSED)
So once an asset is loaded it is available for everything in the client until the game is closed? -
Preview Mod Upgrade Issues
Heavenfall replied to Ipsquiggle's topic in Testing: Strange New Powers (CLOSED)
Dawnbreak - golden butterflySummons - chaotic buildable wormholeUnlock all released characters -
Preview Mod Upgrade Issues
Heavenfall replied to Ipsquiggle's topic in Testing: Strange New Powers (CLOSED)
Edit: This was solved by adding Asset("ANIM", "data/anim/beard.zip"), to the summonbeard prefab instead. This mod has been updated for the test branch. It creates a new tab with a recipe that allows you to summon a beard for any character. It works with "It's not a rock" update, but now crashes the game with no information in log.txt when used for anyone except Wilson. https://dl.dropboxusercontent.com/u/32649007/HF_summonbeard.rar If I add this to the character's asset list Asset("ANIM", "data/anim/beard.zip"),then it works as before and does not crash. This was not necessary in It's Not a Rock. What has changed, and what can I do about it? -
Preview Mod Upgrade Issues
Heavenfall replied to Ipsquiggle's topic in Testing: Strange New Powers (CLOSED)
These instructions local myrecipe = GLOBAL.Recipe( "myprefab", { Ingredient("wall_wood_item", 10), Ingredient("turf_carpetfloor", 10), Ingredient("slurtleslime", 10) }, RECIPETABS.TOWN, 2) chestrecipe.atlas = "images/inventoryimages/myprefabatlas.xml" -- has 'myprefab.tex' specified inside it.are unclear. It should be local myrecipe = GLOBAL.Recipe( "myprefab", { Ingredient("wall_wood_item", 10), Ingredient("turf_carpetfloor", 10), Ingredient("slurtleslime", 10) }, RECIPETABS.TOWN, 2) myrecipe.atlas = "images/inventoryimages/myprefabatlas.xml" -- has 'myprefab.tex' specified inside it. -
Preview Mod Upgrade Issues
Heavenfall replied to Ipsquiggle's topic in Testing: Strange New Powers (CLOSED)
Why are we loading modsettings.lua if it is no longer in use?Feature request: dependencies. Enable one mod impossible unless x mod also enabled. Disabling x mod automatically disables dependent mod.What are we doing about load order? I badly need a priority tag in modinfo.lua to prioritize load order. For example if I have a mod adding a component to every character, that mod needs to be loaded after all custom characters are loaded.Also strongly recommend different color values for when a mod is "not available" and "not enabled".The length of the string of the modname is quite limited in the mod screen display. I've got 3 mods with names cut off.Why are we giving a version number if it isn't displayed in mod screen display? -
Need some help modding Characters!
Heavenfall replied to LeoMazzei's topic in [Don't Starve] Mods and tools
All you really need to do to make new characters is overwrite the global CHARACTERLIST in constants.lua, create the appropriate prefabs (see 'wilson' in prefabs.xml and prefabs/wilson.lua) and you are basically set to go script-wise. You'll be missing all portraits, sounds and animations of course, so you'll have to use existing ones for now.If anyone's interested I can send a file to unlock the unreleased characters, although it'd be for modders only of course.- 5 replies
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[Request] Pain Randomizer! Quest system
Heavenfall replied to Teila's topic in [Don't Starve] Mods and tools
The Cursed addon, included in the game but de-activated, does something similar. -
Spoilers about adventure-mode, don't read if you don't want to know (it's more scripted than sandbox)
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[Gameplay] Day Clock ratios inconsistency
Heavenfall replied to L0stLP's topic in [Don't Starve] Bug Tracker
I reported an issue related to this here http://forums.kleientertainment.com/showthread.php?11620-Gameplay-Adventure-levels-using-wrong-day-SegmentsThis error is occurring because you are running StartSummer() before the wintersegs and summersegs variables have been adjusted by tuning_override.lua.Edit: At least that is contributing.