• Content Count

  • Joined

  • Last visited

Community Reputation

77 Excellent


About justjasper

  • Rank

Recent Profile Visitors

3363 profile views
  1. Version 1.0.0


    Ever wanted to build your own wintery fortress? Now you can, with all natural ice walls! Features: - RoG and SW compatible - Recipe: 15 ice (6 walls), bia the science machine - 350 health - Custom strings for each character Potential Updates: - Don't Starve Together port - Fully custom artwork - Wall strength variations by season (stronger in winter, "melting" in summer) - Cross-mod compatibility (eg wallgates) If any more experienced modders would like to collaborate with me on implementing any of these features, please let me know.
  2. Version 1.0.0


    Ferns will spawn in marshes when it rains, like flowers. Required RoG (due to rain). Works in SW worlds too!
  3. Version 1.0.0


    A waterproof, windproof coldfire chiminea for the dry season. I know you don't actually need to keep your equipment dry in the dry season, but it was really bothering the base builder in me that there wasn't a cold fire in the chiminea style to match! Recipe limestone x 3 sand x 4 nitre x 6
  4. Could I make this work with addprefabpostinit? I've not had any luck so far and can't figure out any way forward (though work/Xmas has been kicking my butt so I've not had much time to test much).
  5. I know it seems like I live in this forum begging for help right now, but I'm really enjoying learning new things! I'm working on craftable stone/marble graves, and I want to be able to 'engrave' them like you can the signposts in game. I thought it would be fun to be able to mark spots, or to make graveyards for player deaths, or your faithful companions (beefalo graveyard, anyone?) I thought applying this to an item would be as simple as adding the 'writeable' component into the prefab, but it doesn't work. I've also tried making a standalone copy of "writeable" (etc) for my prefab to call on but that doesn't work. I've looked at 'Domestication Plus' since that uses the writeable component somehow, but I can't work out how they've done it. The file attached contains some edits of the files in Domestication Plus. Any hints/help would be appreciated! justjasper Craftable Gravestones (DST).rar
  6. I'd say the animations, since for something that isn't just a reskin of an existing build you have to make it from scratch in Spriter (includes walking, idle, eat, fighting, hit, sleep and more, lots of anim states needed for a mob). Not everyone is good at coding and art, most people are one or the other, so teamwork/coordination might be required.. it's just a lot of work.
  7. Check out the modworldgenmain file in the Tungsten mod, that'll give you a working example of spawning a rock item in worldgen.
  8. These threads are old but are discussing similar issues, is there anything that might point you in the right direction in them? Custom food inivisible on crock pot [HELP] Custom food invisible on crockpot
  9. Thanks for the shoutout Creature mods are notoriously hard to make, especially if you're doing them from scratch, but here's some worth looking at: Glimmer and Family http://steamcommunity.com/sharedfiles/filedetails/?id=545653509 Koalefanta Proboscidea http://steamcommunity.com/sharedfiles/filedetails/?id=409858663 (includes a hostile mob) Grasshoppers http://steamcommunity.com/sharedfiles/filedetails/?id=357553588 Expanded Shadow Armory http://steamcommunity.com/sharedfiles/filedetails/?id=805637556 (includes hostile mob) Invasion http://steamcommunity.com/sharedfiles/filedetails/?id=389421398
  10. You've taken this code from the prexisting rock file, yes? That deals with multiple prefabs using the same resources (anims), so where you've got: inst.AnimState:SetBank(bank) inst.AnimState:SetBuild(build) if type(anim) == "table" then for i, v in ipairs(anim) do if i == 1 then inst.AnimState:PlayAnimation(v) else inst.AnimState:PushAnimation(v, false) end end else inst.AnimState:PlayAnimation(anim) end It's not directly calling on anything in the rock3.zip file I assume you've created. Have a look at other files for single prefabs and see how their bank/build is set and apply those. It's always really useful for modding if you upload a zip/rar file of your WIP mod so we can look directly at your assets/code!
  11. Oh man I wasn't actually far off with the save/load edits I tried using, funnily enough, good to know! I had to "for id, build in pairs(builds) do" back in near the first instance of SetClientsideBuildOverride to get it to stop erroring, but it works! Thanks a lot, you've been an amazing help.
  12. I haven't managed to get this working yet, and I've run into a problem that may or may not be related to saving/loading - when spawned via console pigs/pig guards have the different colours, but on reloading they all have only the default skin, and it appears no pigs spawning from houses will use the new colours. None of the other animals have this issue. I'm guessing pigs due to having the werepig aspect are coded in a more complex way, but I can't figure out what code to change in modmain to get them to randomise consistently. Thanks for all your help so far, and there's no rush, take care of yourself, I hope you're feeling better soon.
  13. This is amazing, thank you! I'm going to try and do this with a similar mod of mine (painted pig houses) so I can get the hang of doing it this way. Super helpful (as always), I really dearly appreciate it. @AquaterionThis'll work as a client-only mod now? How would I use onsave and onload from modmain? For some of these variants I edited those to keep the colours consistent on save/load.
  14. I'm back for more help! Concerning my Animal Variety mod, which gives purely cosmetic recolours to some mobs, I need some help with getting mod configuration to work. Ideally I'd like users to be able to opt in and out of which sets of animal colours they use (eg variety catcoons, but default pigs), but I can't get mod configuration to work from within the prefab files. I'd also be interested to know if there's any more efficient way of doing what I've done here (giving these prefabs more build options to randomly choose from when generating them). All the prefab edits are similar to this, names adds for the different builds: local names = {"frog","frog_2","frog_3","frog_4","frog_5"} Then called up randomly down in the local function (fn) inst.AnimState:SetBank("frog") inst.buildname = names[math.random(#names)] inst.AnimState:SetBuild(inst.buildname) Thanks to anyone who can help me out with this! Animal Variety (DST).rar
  15. Are there plans to make a dedicated forum for this group? Might be easier to work in different mods/projects if they could have their own threads.