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Found 46 results

  1. 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
  2. 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
  3. 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
  4. 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?
  5. 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.
  6. 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.
  7. someone have an idea if i can forbid them to back if all atmo docks are full ? any automation ?
  8. 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.
  9. 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
  10. 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
  11. 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.
  12. My mod icons keep showing up like this I don't know how to fix it.
  13. 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)
  14. 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?
  15. 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.
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. 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.
  21. Hello I have little planets in my starmap Please how I can more planets or edit my planets content Thanks in advance
  22. 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.
  23. 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.
  24. I made a client mod that successfully works on the client, but does not work on the host, so I modified the SendRPCToServer function locally and made it call RPC_HANDLERS, everything works fine until the moment when "RightClick" is simulated, it calls the method of the PlayerController component and I think the problem is in it, maybe you have any guesses? local UpvalueHacker=require("upvaluehacker") local RPC_HANDLERS=UpvalueHacker.GetUpvalue(SendRPCToServer, "RPC_HANDLERS") local function DoRPC(code,...) if GLOBAL.TheWorld.ismastersim then RPC_HANDLERS[code](GLOBAL.ThePlayer,...) else SendRPCToServer(code,...) end end
  25. I want to make a mod about power up crockpot foods. The idea is to give attention to underrated and forgotten crockpot recipes to make them more useful. Recipes like meatballs, pierogis, meaty stew, etc are too viable in the meta. concept: -Spicy chili gives 5x damage modifier for 5 min and does the wolfgang buff animation. -Turkey dinner gives extra 20 hearts for 5 minutes (upgrade effect like WX). -Fruit Medley gives 20 extra speed like walking cane. -Ice cream gives 20 extra sanity for 5 minutes (upgrade effect like WX) ...etc I tried looking into javascript and notepad++ tutorials and DST mod forum. It was confusing but I'm able to learn the basics such as adding numbers with variables and typing text. I looked into Tykvesh's Battle Horn mod script as a reference because it uses the same mechanics. https://steamcommunity.com/sharedfiles/filedetails/?id=906612255&searchtext=horn I need all the help I can get to make this dream possible.