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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      UPDATE: Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   


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About ksaab

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  1. TUNING is just a table of values. Field TUNING.SANITY_MED contains value 15. For exapmle: inst.components.edible.sanityvalue = TUNING.SANITY_MED Equals to inst.components.edible.sanityvalue = 15 So, you food should be setted like this: inst.components.edible.healthvalue = 23 inst.components.edible.hungervalue = 64 inst.components.edible.sanityvalue = 2
  2. Help with scripts

    You need to add listeners for certain events. Selfheal on kills: inst:ListenForEvent("killed", function(inst) inst.components.health:DoDelta(heal_amount) end) Damage boost on attacks: inst:ListenForEvent("onhitother", function(inst) inst.components.combat.damagemultiplier = math.min(inst.components.combat.damagemultiplier + damageBonusDelta, maxBonusDamage) --reset bonus if inst.components.timer:TimerExists("resetdamagebonus") then inst.components.timer:SetTimeLeft("resetdamagebonus", bonusResetDelay) --update timer else inst.components.timer:StartTimer("resetdamagebonus", bonusResetDelay) --create timer end end) --reset bonus inst:ListenForEvent("timerdone", function(inst, data) if data.name == "resetdamagebonus" then inst.components.combat.damagemultiplier = defaultDamage end end) Not sure the code is 100% correct, but that's the idea.
  3. Use PlayerPostInit instead of AddSimPostInit: AddPlayerPostInit(function(player) player.components.health:SetMaxHealth(50) -- all players if player.prefab = "wendy" then -- specific characters inst.components.combat.damagemultiplier = 1 end end)
  4. You need to add an event handler to the wilson_client stategraph: AddStategraphActionHandler("wilson_client", ActionHandler(ACTION, "dolongaction")) All client and host with caves use this stategraph for player characters.
  5. You can try this. This is a highly modified Simplex's tile adder. I wrote it for my Green World mod. It is pretty simple — you need only textures and 5-10 lines of code. Detailed usage info you can find in the tiledescription.lua file.
  6. I can help you with this. if interested, then send me your contacts so we can discuss the details.
  7. Change anim state build to the new one and bank to original.
  8. If you "rename" a build with notepad++, then the number of symbols should be same as the previous one (zaneoldbook -> lucy_book_a, 11 characters). If you need full custom name for new build, then use Build Renamer.
  9. You can do this with a special component: scripts/components/allergy.lua local defaultAllergens = { bee = true, killerbee = true, beequeen = true, beeguard = true, } local function CheckPushAllergy(inst, data) local self = inst.components.allergy if not self.allergy and data and data.attacker and self.allergens[data.attacker.prefab] then self:PushAllergy(data) end end local function CheckRemoveAllergy(inst) local self = inst.components.allergy if self.allergy then self:RemoveAllergy() end end local Allergy = Class(function(self, inst) self.inst = inst self.allergens = defaultAllergens self.allergySlowMult = 0.5 self.allergy = false inst:ListenForEvent("attacked", CheckPushAllergy) inst:ListenForEvent("lifeinjectorused", CheckRemoveAllergy) end) function Allergy:OnRemoveFromEntity() self.inst:RemoveEventCallback("attacked", CheckPushAllergy) self.inst:RemoveEventCallback("lifeinjectorused", CheckRemoveAllergy) end function Allergy:PushAllergy() local inst = self.inst if inst.components.locomotor ~= nil then inst.components.locomotor:SetExternalSpeedMultiplier(inst, "allergy", self.allergySlowMult) end self.allergy = true inst:AddTag("groggy") end function Allergy:RemoveAllergy() local inst = self.inst if inst.components.locomotor ~= nil then inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "allergy") end --dont need to remove this tag if the player is groggy (when fighting a bearger for example) if inst.components.grogginess == nil or inst.components.grogginess.grog_amount == 0 then inst:RemoveTag("groggy") end self.allergy = false end function Allergy:OnSave() return { allergy = self.allergy } end function Allergy:OnLoad(data) if data and data.allergy then self:PushAllergy() end end return Allergy modmain.lua --lifeinjector has no events, so we need to push it AddComponentPostInit( "maxhealer", function(self) self._oldHeal = self.Heal self.Heal = function(self, target) local check = self:_oldHeal(target) if check then if self.inst.prefab == "lifeinjector" then target:PushEvent("lifeinjectorused") end end return check end end) Component makes an allergy status savable. May be there is a way to keep these functions in a character file, but I don't think that using OnSave/OnLoad in players prefabs is a good idea.
  10. Green World

    All new items can be crafted at the magic tab. New creatures dwell in the new biome.
  11. Green World

    I'll try to port it later. I don't have enough time for now.
  12. Green World

    I don't understand you. This is together-only mod, may be you try to run it on singleplayer DS?
  13. Green World

    Version 1.0.5


    What does the modification offer: New zone - Green Swamp; New creatures: lizardmens, green tentacles and green snakes; New objects on the map: marshberry bushes and Ancient Watcher; New magic weapons; Magic system with mechanics of spell power, skillshots and recharging; (experimental) Shorttime effects for characters and equipment; (experimental) Elite creatures with random affixes; New boss and some new loot. Magic weapons Spear — Gift of Hephaestus — perform a lunges, causing damage to all enemies on the way; Hammer — Gift of Thor — perform a crushing leaps on your enemies; Book of Flame — summon a fire elemental, which will help you in the battle; Bonestaff — try to breathe life into inanimate objects... or challenge the new boss by animating the Pig Figure; Lava dart — deal damage from range, damage depends on range; Axe — Lucien — yes, it can be used as a throwing weapon. Spell scrolls Crushing Wave — extinguish fires and freeze your enemies; Chain lightning — what could be easier than a chain lightning? Frost nova — catch your opponent in a cage of ice spikes; Meteorite — inflict damage on group of enemies; Tranquility — heal your wounds after a hard battle. Stylish caster set Wizard Coat — decreases cooldowns for spells and items; Wizard's Hat — increases damage and power of spell effects, also allows you to read scrolls even when taking damage. For some characters the base spell power is changed: Wigfrid — base spell power reduced by 35%; Wendy — base spell power increased by 20%; Maxwell — the base spell power increased by 20%; Winona — cooldowns decreased by 20%. Enchants Red glyph — weapon — vampirism, armor — movement speed; Yellow glyph — weapon — chance to deal bonus electrical damage, armor — releasess lightnings to attackesr Blue glyph — weapon — shattered armor (target gets more damage from all sources), armor — toughness (you take less damage); Green glyph — weapon — poisonous attacks, armor — poison immune; Materials Green scales — can be obtained from lizardmen and green tentacles; A great soul can be obtained by solving the riddle of the Ancient Watcher or by defeating the new boss; Essences — can be obtained from elite creatures. New in the world Lizardmen cave — a home for lizardmens — day-time creatures, which can attack from a long range; Snake hole, a home for nocturnal creatures — green snakes; Green tentacles — they are almost like normal tentacles, but more dangerous, because they can attack you from a distance; Ancient Watcher is a statue, which ready to reward player, who will be able to solve its runic riddle; Marshberry — berry bushes, which grow only in the rain. Steam link: click The main reason why I've post it here — I need more feedback. Green World isn't very successful in steam, but I think that lots of players want to use their favourite The Forge Weapon or other mod's features in usual world. Second reason — I spent a lot of time and effort creating this mod and want to share the result.
  14. Version 1.1.0


    The Forge Creatures. Boarrior not included. Boaron Peghook Turtillus Elemental Snapper Boarilla Prefabs "strange_scorpion_tfc", "lizardman_tfc", "spiky_turtle_tfc", "hatty_piggy_tfc", "flame_elemental_tfc", "spiky_monkey_tfc" Creatures weren't full tested or balanced in normal game. May be someone can use it.