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About ksaab

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  1. Version 1.0.3


    First: TFBP features require the «Green!». Spells will not work without it! Second: This mod is in development — issues are expected! Do you miss you favorite weapon or suit from The Forge event*? Then this is what you need! Almost all weapons (no Lucy); All hats and helms; 5 types of armor/clothes. All spells and item bonuses are implemented *Fossil effect replaced by freezing. Items, which shares sprites with skins, were recolored. All recipes require Prestihatitator (first magic tier). Steam version: Here
  2. Green!

    Version 1.2.0


    First: this mod doesn't have any gameplay content — it is the basis for other mods! Second: This mod is in development. Errors and issues are expected! Green! is a framework which improves magic in the game, adding a lot of roleplay features: Spells with skillshot-mechanic and cooldowns; Status effects (buffs and debuffs); Affixes (diablo-style modificators for items and creatures); More cool stuff like drinks, enchants, caster-creatures, etc. What can be done with this? The Forge-style weapon; Character with active spells (go away, boring passive perks!); Bleeding, deseases, poison and more dangerous (or useful) things; Spider-mages with meteors. Mods based on the Green!: Green World; The Forge Battle Pack. Steam vesrsion: here
  3. Custom Farming

    It's not a bug, I'm just too lazy to rename variables. Check ca_veggies.lua line 289
  4. Custom Farming

    No, basic farms and crops have different chances. When you change a weight for a crop, It does not impacts farms.
  5. Custom Farming

    Yeah, but I need to examine it first (never used it before) It has high chance to replace carrot or corn with a new vegetable for a usual farm. It doesn't affect other seed-products (well, I've broken vanilla chances in the last update, not critically, but late noticed) New farming is a weighted system now, so you can change a chance for any crop you want (not as an option, from the code only) Thanks for your feedback.
  6. Custom Farming

    Version 1.2.0


    Grow vegetables and fruits without a farm! How to do it? Create a hoe; Till the ground; Fertilize the soil; Plant a seed! It is possible to grow vanilla plants too! Cook new vegetables in a crockpot. New recipes: Bread (4 wheat); Fruit muffin (fruit, egg, wheat, honey) Tomato soup (2 tomato, veggies, no meat); Onion soup (2 onion, veggies, no meat); Meat soup (2 garlic, 1 additional veggie, 1 meat); Fish soup (2 potato, 2 fish); Pumpkin soup (pumpkin, 1 honey, wheat, no meat) Fruit pie (2 wheat, fruits, no meat) Vegetable pie (2 wheat, veggies, no meat) Meat pie (2 wheat, meat) Fish pie (2 wheat, fish) Sweet turnip (2 turnip, 2 honey, no meat) How to get new seeds? It's pretty simple — new vegetables can be grown from usual seeds. Also you can get specific seeds using a birdcage. Don't like the new farming system? Disable the hoe recipe and grow new vegs on usual farms. Steam links: Together, Single
  7. Green World

    It's not possible now, but I try to move all important staff to a standalone mod and make it compatible with single DS. There are not "impassable" tiles in the game. The game draws a blocker line between the ground and... non-ground during the world creation. But there is a small hack — you can remove the tile, rebake the map and place the tile back. Rebaking takes about 0.5-1 second for a medium-size world on i5 4.0GHz.
  8. Green World

    The world will be bigger. I think other mods do the same.
  9. Green World

    I thought about it and even tried to deal with Klei shaders, but I've failed. It's possible to add an option for colour change, but creatures will look a bit weird. Maybe I should ask for help with shaders. Yep. I reworked the spell and effect systems, and now can make affixes more "immersive". Thanks for the translation.
  10. Green World

    It's not difficult to write code for The Forge creatures. The Main problem is how to make new creatures lorefriendly and useful.
  11. Green World

    I think this was the last content update for GW. I don't know which direction to develop the mod — I don't have any feedback and ideas.
  12. Green World

    I wanted to do a small witch table for alchemy and enchanting stuff... but I'm too lazy to draw and animate it it will take a lot of time, I prefer to add new features instead.
  13. Green World

    Hey. Thanks, it's nice to see that someone likes it. Update will be soon, may be even this week (magic potions, reworked glyphs and some spells, pigmans-shamans with chain lightnings) Yeah, send it to me.
  14. Version 1.0.0


    This mod can be used as a template for custom ground tiles for Don't Starve Together. I use it in the Green World. The main logic implemented in two files: tileadder.lua — provides two functions: AddTiles() and AddMinimap(); tiledescription.lua — contains parameteres for new tiles. Function AddTiles() should be called from the modworldgen.lua, function AddMinimap() should be called from the the modmain.lua. Ground ID is not required, the tile adder calculates it automatically; this provides high compability with any other custom tile mods. Turf prefab is also generated by the tile adder, but you need to set build/icon/anim/any other prefab data with AddPrefabPostInit() function in the modmain file. Five steps to add new tile: Pick the name for you tile; Place ground texture (resolution 512x512, name «noise_yourtilename») and minimap texture (resolution 256x256, name «mini_noise_yourtilename») in the «images/textures» folder; Add string «yourtilename = { }» to the tiledescription.lua file; Add AddPrefabPostInit() function to set inventory images for your tile; Test it! More information you can find in the tiledescription.lua file. As an example, two custom ground tiles (Jungle and Tech) are added.