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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.   


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About K1NGT1GER609

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Don't Starve Together
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  1. So heres a short summary of whats wrong: the ghost zip file is named ghost_esctemplate_build instead of ghost_gwen_build, the gwen lua file has a actionhandler that's suppose to be made for the modmain, and last the cook function you made is missing some stuff that I managed to trace down the source of where it came. If you don't know what I'm talking about exactly check out the modmain and gwen lua files I left and do a comparison on whats missing. modmain.lua gwen.lua
  2. Here's a recommendation, try putting your entire mod into a zip file instead of loading individual parts of the mod. It makes it a lot more faster to debug an entire mod than to proof read all individual parts and waste time seeing "if this is the source, no this is the source, no it has to do with one of the tex/zip files". Other than that your asking quite a bit in the specialties that's already been done before so ill link and summarize sanity near other players: https://forums.kleientertainment.com/forums/topic/78648-gain-sanity-near-other-players/ sanity to other players: local function CalcSanityAura(inst) return TUNING.SANITYAURA_MED end inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura first tech level: inst.components.builder.science_bonus = 1 Typical crafting formula: AddRecipe("nightaxe", { Ingredient("goldnugget",4), Ingredient("silk",2), Ingredient("boards",1) }, RECIPETABS.MAGIC, TECH.MAGIC_THREE, nil, nil, nil, nil, nil, "images/inventoryimages/nightaxe.xml") emote every 15 seconds? well closes thing to that is this code and the link to forcing an emote: local function healowner(inst, data) local x,y,z = inst.Transform:GetWorldPosition() local contacts = TheSim:FindEntities(x,y,z, 5, nil, {"player"}, nil) local target = data and data.target target.components.health:DoDelta(1) inst.components.health:DoDelta(1) end inst.task = inst:DoPeriodicTask(15, healowner, nil, inst) https://forums.kleientertainment.com/forums/topic/69452-force-client-to-use-an-emote/ Last few notes no durability is pretty easy just don't include durability code in your tools, walking cane is pretty easy to decrypt in this search path: Don't Starve Together\data\databundles\scripts.zip\scripts\prefabs\cane, sanity regen in items: inst.components.equippable.dapperness = TUNING.DAPPERNESS_MED, and cast spell I barely have any experience with so cant help there without devoting time (I have little at this point) to see how to make it work.
  3. Experiment with this. local CHANCEOFHITSUCCESS= 0.1 --low chance of hitting if math.random() <= local CHANCEOFHITSUCCESS= 0.1 then inst.components.weapon:SetDamage(10) else inst.components.weapon:SetDamage(0) end
  4. [CODE] Press to attack

    Keyhandlers is a long order for what you want so here's a start. local function onattack_gun(inst, owner, target, data) inst.SoundEmitter:PlaySound("dontstarve/ghost/bloodpump") if data.inst == ThePlayer then--make sure its a player if data.inst.HUD and (data.inst.HUD:IsChatInputScreenOpen() or data.inst.HUD:IsConsoleScreenOpen()) then return end --make sure not to trigger on chat or console if owner and owner.components.inventory and owner.components.inventory:Has("smgammo", 1) and data:IsKeyDown(KEY_R) then --or is it TheInput:IsKeyDown(KEY_R) inst.components.weapon:LaunchProjectile(inst, target) end end local function fn(Sim) if not TheWorld.ismastersim then return inst end --reference inst:AddComponent("keyhandler") The only main part thats missing is adding a additional component keyhandler by making a folder in: scripts-components-keyhandler.lua. other than that this code hasn't been tested and this material is still new to me. keyhandler.lua
  5. [SOUND] Coding help

    Search path is wrong, you made it to this: inst.SoundEmitter:PlaySound("mosin/mosin/gunshot/mosinfire")
  6. There were a couple lines of code that were wrong but the main error on why the portrait was missing was that you had to change the rchetype_none.xml element name to rchetype_none_oval.tex like so: <Atlas><Texture filename="rchetype_none.tex" /><Elements><Element name="rchetype_none_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.30908203125" v2="0.99951171875" /></Elements></Atlas> otherwise I attached the zip of the mod fixed up. Rchetype.zip
  7. Custom Item Mod error

    From the looks of it the mod is having a hard time giving your inventory item probably because its not part of the mod. It originates from here: local start_inv = { "customitem", } That customitem needs to be in the modmain, and combined into one mod.
  8. DST mod - error

    The error is simple, its looking for a saveslot portrait of bea in that search directory. So go to images-saveslot_portraits folder of your mod and make sure the png named bea is in there and let the game compile it for you.
  9. Hint: theres a dot when you (left)click the image in the spriter file. That dot can be moved around and thats where the character's hand will grab the weapon, when you find the right spot right click on the dot and select overwrite default pivot and save the scml. And recompile it of course.
  10. Er according to the lua file its in don't starve format, not don't starve together. I'm not sure where to go with this as the error still the same.
  11. There's a warning saying you repeated a code: AddModCharacter("charactername", "MALE") but the main problem is that the game cant find the silentmagician.zip in the anim folder. So probably the character didn't compile right.
  12. Hmm have you tried deleteing: CommonHandlers.OnNoSleepTimeEvent(32 * FRAMES, function(inst) end), Its my only guess as I can't find it in leonardo's mod (maybe its outdated?) and I'm not finding similar lines of code that have commonhandlers in the modmain.
  13. yeah its under images>avatars>avatar_silentmagician, seeing from the second picture you need that folder and png. So again your solution is adding the avatar folder with the png named avatar_silentmagician and let the auto compiler build them.
  14. Yeah the source of your problem is the casanuana_none they're still in esctemplate, change those and it'll stop looking for esctemplate anim.
  15. According to the log it says your missing your character zip in the anim folder, named esctemplate. So if you don't want some of the parts make sure you use esctemplate_clear images to clear the parts in the exported folder, if you erase it manually there's a high chance the compiler will complain and refuse to build. Last note is don't delete any parts of the character file, as this problem is pretty common so I'm just relaying the common solutions. Keep trying to compile it until the anim folder has esctemplate.zip otherwise you can keep asking some questions.