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Found 47 results

  1. So, as the title says, I need some help to make an equipable item open you a tab when you equip it (or when you drop it in the floor, like the codex umbra), from where you can "craft" maxwell shadows. Ive been trying to port the code from the codex umbra, but so far ive only got a ton of errors. Any help or orientation would be of much use, Thanks! The item should only usable by this custom character, and not anyone else, pretty much as the codex umbra. I just cant seem to make the code work, even with the codex as reference. I dont get how it works exactly, so Im a bit lost alastor.zip This is my character code right now, I removed everything about this topic because Im unable to make it work.
  2. Hi there great people of this forum first things first, i'm attempting to ''clone'' a basic mod, to change the art and items in it. following the instructions i saw in the dst files itselt, "start by choosing what you want to edit and copy/paste it, and edit to create my own mod" etc i did that. edited all the images, no problem, if i try to just edit the ''visuals'' of vanilla things i can make them work ingame, BUT the problem is when i copy and paste the files to a new folder custom named to create a 'whole new mod'' which is the goal since i want to upload in the workshop and have my friends who play with me always actually ''see'' what i ''see'' here because i have a few vanilla things ''only visually edited'' in my 'personal dst files' replacing the 'vanilla' images, names, or proprieties, so only i can see the thing i've edited for fun but i'm trying to make them 'actual mods' so i can share with the friends in my server. anywayy this one i tried to start with is a kittykit, it has a special item 'catnip' i've edited all the images from the kittykit, and all the strings from the characters interaction with it, names, description etc, these worked already when i only messed around with the strings, and images on the original mod so only i could see it ingame like that, all other players would see the ''original art and dialogs'' from the original mod. since i haven't changed the 'file names' ut since i'm trying to copy and edit to make a new mod, i have to change all the words to represent the 'new mod' like i've called it a 'black kitty' and all the images from the kitty i've changed the words to 'blackkitty' and all the ones which showed the word for the other custom item to ''catnip' since the new item i want to be a catnip pack. BUT then comes the error it says it can't find the catnip.zip but i've changed all the words to catnip, made sure it's all in .zip format because i've read in another question/forum this couldbe the problem, the file being in .rar format, or the files inside in a different format, but idk what to fix, there where 2 folders with this same name in the original mod, one 'exported' one, with a folder inside and a .zip inside this one, where there was a png, a animation and build xml inside and they're still there, only changed the image inside to a catnip, and the name to 'catnip' aswell and there's an anim folder with a catnip.zip inside with a anim and build .bin and a .png and .tex '-' so i don't know what isn't being found to try to fix it nor which of these 2 folders with the same name is the one returning this error. anyway the files are below.. i hope someone can help me, if i ran into this problem in the future maybe i can fix them aswell with some instructons given to this one. i've tried searching for this inthe forum aswell but they weren't the same problem but with other file extensions and were fixed with other steps or insertings certain strings/codes in other files i even tried following a few but in the end the instructions didn't match my error so i ended up in the same place i've started so decided to ask here the mod folder below, i've uploaded to my drive -i've never shared a link from there so if anyone can visualize/download the files just let me know i'll try to figure it out how to share it properly https://drive.google.com/open?id=1VpsSACHdpc1OMMez_5b9ucSIEpNN9VII edit: adding a .zip of the whole mod itself,i though i coulnd't upload it directly in here but aparently it's possible haha Blackkitty mod.zip and the image log i got when trying to run a test world with this mod [as it's own standalone mod] activated ----._. i talk a lot, i know....sorry, but please bear with me....loveu already and thanks for the patience -----
  3. Help. I want to build my mod but auto compiling only work with my ghost build. To explain when i select my character he become invisible but when he dies he can be see. also when I try to manual to compile it I got this: here is my mod. workshop-1997942430.rar
  4. So recently, I got back into relearning how to make custom characters using the extended character template. As a good friend of mine wanted me to make two for him. And all was going well until I went to test out my progress in game, only for it to turn up invisible. I searched for some answers and found the animation folder wasn't compiling after deleting it. I've looked through my folder and I can't seem to find the issue. So far I have only changed around the names and mod info and drew all the assets for the character. I'd be very thankful if anyone could help me out. I included a zip of the character folder. szuzu.zip
  5. I was trying to make a new type of bee, and I seem to have gotten it mostly working, except for some kind of error in their pollination. I wanted to make them require less flowers for pollination so I made them their own pollinator component, but this broke the game unless I also made a new brain and findflower behavior to go with it. I think the brain is working ok, as spawned bees will wander, properly aggro, return home at dusk, and seek flowers, but after they find a flower and rest on it, they become perpetually stuck flying above it and no longer move until dusk comes, at which point they return home. I figure since the other behaviors are working it must be the new findflower that's causing problems but I can't see where. (Also if someone could help me figure out how to give the player a regular bee when these are caught instead of the new bee that would also be appreciated, but that's secondary) findflowernew.lua honeybeebrain.lua betterpollinator.lua
  6. So then, decided to make an update for my mods by adding recipe tabs Loaded the world with mods and here's a problem: Recipe tabs isn't character_only (the other players on server has that tab too), but when i'm trying to add character_only tag, like chtab = AddRecipeTab (STRINGS.NAMES.CHTAB, 998, "images/hud/chtab.xml", "chtab.tex", "chonlytag", nil, false) Then my recipe tab doesn't working at all I searched for mods where tabs are working normally and they is character_only, but scripts are totally same as mine! So i dunno what to do o^o I need help P.S.: Ah, i forgot to say. I have one mod that worked correctly with custom recipe tab and with character_only tag, but after update tab doesn't working. Maybe here's something with the game, or the scripts have changed?
  7. I have this working perfectly but what i'm trying to do is create multiple items instead of just one, what do I do with this code to make it so I create multiple anememy traps? local dug_trap_starfish = Recipe("dug_trap_starfish", { Ingredient("redgem", 4), Ingredient("trap_teeth", 2)}, RECIPETABS.WAR, TECH.SCIENCE_TWO) I thought it was num = * but I don't know.
  8. I had an idea to make a mod to buff Willow's lighter only when it's being held by her. I want it to be brighter and use no fuel but only when being held by her. I found a few mods that do similar things to what I want but I haven't been able to figure out how to put all the pieces together properly. This mod(Infinite Lighter) makes the lighter infinite, and has an option to allow other characters to cook on the lighter, which would be nice to be able to preserve as an option. This mod (Twigs and Matches) makes the lighter not use fuel while being held by Willow, but I don't think it plays nice with the Willow rework. And this mod for Don't Starve classic makes the lighter much brighter. If someone could help me put this together, or at least help get me started that would be much appreciated.
  9. someone have an idea if i can forbid them to back if all atmo docks are full ? any automation ?
  10. LUA ERROR

    I've tried everything, from uninstalling to disabling certain dlc and i have no idea how to resolve this. This error appears on start-up meaning i cannot play the game at all. Please help.
  11. So, i decided to add an item to my character mod, but here's the problem. I dunno, what to do with recipe icon, bc i added the way to .xml and .tex files in AddRecipe function and stuff, but it still won't show. Maybe i'm just a little bit dummy, but i'll be very pleased, if someone will help. o~o Paul McCartney.zip
  12. Hey y'all, thanks for taking the time to read this. Short disclaimer: I'm terrible at modding and know almost zero about coding, but I can follow directions and I thought I did for this character mod using the tutorial that everyone and their mother knows about. So when I get the error telling me to check the log for details, I did that, and to be honest, I couldn't find a darn thing (because I don't know what to look for). So if any kind soul could tell me what ludicrously tiny error I made to cause this...error, that'd be awesome. Also, if anyone could give me the quick rundown on how to make it so my character knows a recipe, I.E Fire Staff and/or Ice Staff, that'd be cool too, but it isn't a priority. And seriously, thank you for your time! Edit: I don't think I really explained it well enough, but what I'm trying to do is MAKE a character. Sorry if I confused anyone. log.txt eonthespellsword-DST.zip
  13. I want to make a chracter who loses sanity per min when his temperature is low and gains sanity per min when his temperature is high, but I don't know what to do.
  14. My mod icons keep showing up like this I don't know how to fix it.
  15. whenever i try to run the code it will work till the actually action happens saying "attempt to index combat (nil value)" it happens whenever the attack happens and this only actually accrues when caves are turned on; any help is appreciated local touch = State{ name = "touch", tags = { "doing", "busy", "prechanneling","touch" }, onenter = function(inst) inst.AnimState:PlayAnimation("channel_pre") inst.AnimState:PushAnimation("channel_loop", true) inst.sg:SetTimeout(0.7) end, timeline = { TimeEvent(7 * FRAMES, function(inst) inst.components.locomotor:Stop() inst.sg:RemoveStateTag("busy") end), }, ontimeout = function(inst) inst:PerformBufferedAction() ---------> this is when the error happens inst.AnimState:PlayAnimation("channel_pst") inst.sg:GoToState("idle", true) end, } AddStategraphState("wilson_client", touch)
  16. I've been working on my Snivy here and there, and I figure that the base system I used for the leveling needs some...adjusting. And it's a little because gaining any number of experience triggers the level-up sound, and that's pretty much entirely my fault. local function levelexp(inst) if inst.exp == 0 then startinglevel(inst) end if inst:HasTag("pokemon") and inst:HasTag("mediumslowexp") then if inst.exp <8 then inst:AddTag("level1") inst.level = 1 elseif inst.exp >= 8 and inst.exp < 27 then inst:AddTag("level2") inst:RemoveTag("level1") inst.level = 2 inst.SoundEmitter:PlaySound("snivy/characters/snivy/levelup") elseif inst.exp >= 27 and inst.exp < 64 then inst:AddTag("level3") inst:RemoveTag("level2") inst.level = 3 -- Skipping levels 4-97 elseif inst.exp >= 970299 and inst.exp < 1000000 then inst:AddTag("level99") inst:RemoveTag("level98") inst.level = 99 inst.SoundEmitter:PlaySound("snivy/characters/snivy/levelup") elseif inst.exp >=1000000 then inst:AddTag("level100") inst:RemoveTag("level99") inst.level = 100 inst.exp = 1000000 inst.SoundEmitter:PlaySound("snivy/characters/snivy/levelup") end end Could I get some help figuring out a more reasonable method of setting level ups?
  17. Anyone using this mod can confirm its still working? I know the mod itself it still working but the config file any changes made are not changing. Help please really enjoy this mod.
  18. I'm not sure if this goes here or under bugs. My pc completely froze while opening up my solo DST world. It happens sometimes and I just force shut down no big deal. But this time when I tried to open the game, a download screen popped up. The game icon was there and I didn't check to see if the Klei files were there but why wouldn't they be? So I install a bit worried something went wrong and when I go to my servers they are all gone (I had four though only using two). I go into the game files/clusters and they are all there, Cluster 1 through 4 however the file that I ws playing (in cluster 4) is now gone. I mean the Master file is completely wiped. The Caves are still there and intact but no main folder. I attempted to reset my pc to an earlier date since there were no older versions for the game available but it said that it didn't modify my files. What the f happened and is it possible to get my files back? This is the second time I've had to get that specific world back and I have lost my mega collection of Halloween items as well as a forest I dedicated to Christmas ornaments and I don't want to lose them if possible.
  19. here is the code i use local function SpeedUp(inst) if inst:HasTag("playerghost") then return end if TheWorld.state.isday then if inst.transformed and inst.components.hunger.current>=5 and inst.components.sanity.current>=5 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 5 inst.components.sanity:DoDelta(-5) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8 inst.components.sanity.night_drain_mult = 1.5 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 3) inst.components.combat:SetAttackPeriod(0.5) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 5 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 5 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end elseif TheWorld.state.isnight then if TheWorld.state.moonphase == "new" then if inst.transformed and inst.components.hunger.current>=5 and inst.components.sanity.current>=5 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 5 inst.components.sanity:DoDelta(-5) inst.components.locomotor.walkspeed = 8.5 inst.components.locomotor.runspeed = 12 inst.components.sanity.night_drain_mult = 3 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 2) inst.components.combat:SetAttackPeriod(0.3) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 5 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 5 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end end elseif TheWorld.state.moonphase == "full" then if inst.transformed and inst.components.hunger.current>=15 and inst.components.sanity.current>=15 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 10 inst.components.sanity:DoDelta(-10) inst.components.locomotor.walkspeed = 6.5 inst.components.locomotor.runspeed = 7.5 inst.components.sanity.night_drain_mult = 1.7 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 4) inst.components.combat:SetAttackPeriod(0.5) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 10 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 10 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end elseif TheWorld.state.isdusk then if TheWorld.state.moonphase == "new" then if inst.transformed and inst.components.hunger.current>=5 and inst.components.sanity.current>=5 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 5 inst.components.sanity:DoDelta(-5) inst.components.locomotor.walkspeed = 7.5 inst.components.locomotor.runspeed = 10 inst.components.sanity.night_drain_mult = 2.5 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 2.5) inst.components.combat:SetAttackPeriod(0.35) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 5 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 5 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end elseif TheWorld.state.moonphase == "full" then if inst.transformed and inst.components.hunger.current>=7 and inst.components.sanity.current>=7 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 7 inst.components.sanity:DoDelta(-7) inst.components.locomotor.walkspeed = 7 inst.components.locomotor.runspeed = 8 inst.components.sanity.night_drain_mult = 2 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 3) inst.components.combat:SetAttackPeriod(0.4) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 7 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 7 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end end end inst.transformed = not inst.transformed return true end here is the log i cant figure what is wrong (the code is in modmain.lua) client_log_2019-11-12-06-54-35.txt client_log.txt
  20. local function error(inst) inst.components.health:DoDelta(-15) end Code above is located inside custom item's prefab. How to make it work ? I have tried with player/owner instead of inst but it resulted in error anyway.
  21. Hi, I have this troublemaker in my master_postinit, but no matter how hard I try I just can't succeed. I want it to be dependent on % chance, but as I said this is far above my reach. I know that first part... handle.deststate = function(inst) return "doshortaction" end ... proceeds without executing the rest of code, but when I want to manipulate all those lines to be harmonized it just ends with clusterdisaster. local master_postinit = function(inst) local function custperc(inst) local handle = inst.sg.sg.actionhandlers[ACTIONS.PICK] if math.random() < 0.5 then handle.deststate = function(inst) return "doshortaction" end return if math.random() < 0.5 then "doshortaction" end end else inst.components.talker:Say("I have to rest...", 2.5,true) end end Thank you kind stranger, just in advance.
  22. I need a tutorial for making custom item(armor amulet sword and tools and hat) and i also need a tutorial for custom pet and if it's possible i need to add some custom sound to my character. Thanks.
  23. Hello I have little planets in my starmap Please how I can more planets or edit my planets content Thanks in advance
  24. I’m doing a mod in which some object should gradually heat up by itself. And everything works fine until I start testing in the summer, in summer the temperature almost completely ceases to grow higher than the world temperature, there are only increases of 0.03 Celsius, when in another season they are 0.7.
  25. I want to make the character in my mod able to transform when attacked or below a certain amount of sanity. I do understand some code but not all of it, I looked at Woodie's code but some of the code that allows him to transform I don't really understand, so I was hoping to get a little bit of help with how to make my character transform when attacked or below a certain amount of sanity.