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About pickleplayer

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  1. Version 1.1.5


    FULL RELEASE! Posting standalone version for non-steam users. (I guess? Is there even a non-steam version of DST?) DST ONLY! (Not compatible with singleplayer version) Youtube trailer link: https://youtu.be/5WS0x8xm1mo Unlock the secrets of the third dimension with stacking, climbing, and jumping Stack Buildings Upwards! Placing a structure inside of another one will stack it on top Use the new Wooden Mallet tool to manually adjust height No more building placement restrictions! New Building Block Recipes! 8 new crafting recipes in the Structures tab Cheap to craft in large quantities, but very flimsy Drops itself when destroyed for easy relocation Deconstructable with any tool (or fist) Jump with the spacebar! Press space while moving to jump (Changeable in mod config settings) Jump over walls, gaps, or on top of buildings Gravity now affects players (and monsters) Watch out for fall damage! New ways to traverse the Y axis! Build ladders to climb up and down Make stairways with Stepstools and Slabs that lift you up as you walk over them Watch out, other creatures can climb these too! NEW: Build Bouncepads to jump even higher! -Now Controller Compatible! -Also compatible with my First Person mod for a truly nauseating experience https://steamcommunity.com/sharedfiles/filedetails/?id=1367276577 Other gameplay changes: Removed the invisible walls preventing players from walking into the ocean. Don't fall in! (toggleable in mod settings) Falling into water very close to land will now only apply a small amount of wetness instead of drowning you. Increased the range for building placement, as well as a few other actions Walls can only be repaired with their base material instead of adding walls (so you can stack them) Standing under building blocks counts as shelter from rain and heat Fall damage can be reduced by landing in water or on hay walls Flying creatures can move vertically however they please Holding an umbrella/parasol while jumping will now slow your fall! The weregoose can fly. Have fun with that Language settings! 在设置中更改语言! Note: This mod disables lag compensation regardless of your game settings.
  2. Oh, I guess an update fixed the issue? I see debugkeys.lua was recently changed and it just works now. Thanks klei <3
  3. Did you happen to move any of the sprite locations within spriter? The spriter file only shows a preview, but it isn't what actually shows up in game. All of the changes need to be made in the image files themselves, and trying to move them in spriter won't change the actual sprite in-game
  4. I use the good ol' GLOBAL.CHEATS_ENABLED = true GLOBAL.require( 'debugkeys' ) In all of my mods for testing and just comment out the CHEATS_ENABLED line before uploading. As soon as waterlogged hit, all of my mods on the workshop broke simultaneously because I guess GLOBAL.require( 'debugkeys' ) doesn't agree with it so well anymore. would've been nice if that change was in the beta. Is there an alternative method we're supposed to be using now? I know I've been using that line since the old singleplayer DS modding days, so maybe there's a new method of activating debugkeys that I'm not aware of
  5. C_Thun pretty much beat me to what I was thinking, but I can also go over how to make it only useable by your character. Assuming this is an equippable item (otherwise I'm not sure why it would be restricted) You can have the game check who is equipping the item, and if it's not the character you want, drop the item. You can add this function into your item's file, or add the contents of the function to an already existing OnEquip function. Just replace "kaji" with your character's name local function OnEquip(inst, owner) if owner.prefab ~= "kaji" and owner.components.inventory ~= nil then owner.components.inventory:DropItem(inst) end end Haven't tested this at all but it's similar to a character function I've used before, so I think it should work
  6. Do you mean it should only be "crafted" by your character? Or only be "picked up" by your character? Making a specific item only craftable by your character is relatively easy. The other is a bit tricky.
  7. you'll probably need to take a look at the crash log, which is in a different place than the usual crash log if you're hosting a caves server. You can check under Documents/Klei/DoNotStarveTogether/(bunch of numbers)/Cluster_#/Master/server_log.txt
  8. You'll probably need to rename one of them so they dont both use the same name. "ghost_esctemplate_build" Is what it's calling twice, so your characters probably have the same ghost build file names
  9. That's correct! They're usually pretty long, I think you can attach the txt file as an attachment if that makes it easier. The issue is usually very close to the bottom of the file. And if you look at that last line: "Tried to add build [ghost_esctemplate_build] from file [../mods/devil/anim/ghost_devil_build.zip] but we've already added a build with that name!" It looks like there's an animation build being added twice with the same name.
  10. Hm, well the only issue I've ever had with this is when I forgot to rename a few of the prefab files between two seperate mods, but I'm sure there are other reasons that could cause this crash. If nothing is showing up on screen, you can find an actual text file of crash logs to paste in here. Documents/Klei/DoNotStarveTogether/client_log.txt is usually where this file is kept. It records everything from your previous session. So crash the game once, and then paste that log in here.
  11. I've been messing with a few things related to placing structures, but been running into some issues because of how the game handles placable structures slightly differently than deployable ones. Placable structures being most buildings, and Deployables being inventory items that can be "deployed" as a structure or stored in an inventory slot, like walls and fences. One thing I noticed is that deployable objects like walls can have their build-placement blocked by tall sprites that block your line of sight to the cursor's location (ie: you can't place a wall behind a tree without turning your camera to where the tree doesn't block line of sight anymore) But you can place buildings like a science machine or chest down just fine even with a tree in the way. I'm trying to make deployables act more like placables, and I've been tinkering around with placer and deployable components for quite a while, but I can't figure out why it acts like this. Has anyone else done any more exploration into this area? I'm not really sure where to go from here.
  12. It depends on what the crash log is saying, it could be a number of things. If there are similar prefab names or character names, that could cause an issue. But if you say those are different, then it could be something else.
  13. I'm no stranger to editing components, but I recently realized that one of the files in the components folder, "map.lua" seems to be an imposter... AddComponentPostInit("map", function(self) Doesn't have any effect, and AddClassPostConstruct("components/map", function(self) crashes the game because it says the file path doesn't exist. Also, all of the functions in the file are actually called as if it's part of TheWorld itself, and not a component. TheWorld.Map:CanDeployRecipeAtPoint() So then how do I edit a function like this?
  14. I have a friend who's interested in modding and has a mac, but I compile all of her animation files for her on my PC and send them back. Hate to break it to you, but I don't think there is any other way around this. I would say "not yet, at least." But the don't starve modding community has been around for quite a while, so I feel like a solution would have popped up by now if it was feasibly possible.