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Found 46 results

  1. Hi guys, I made a mod to add a structure to the game, the Synthesizer. It is a structure that, when fed with a resource, produce a number of that resource after a time (for common resources, it pop 5 new after a day, but for boss resources, it's only one after an entire week). basically anything that's pickable can be added to the mod, but I limited it to resources so the player can have an infinite amount of finite resources, like gears. You won't have to worry about not finding more gear anymore ! Now for the art. The machine grow the resource like a bee box, so resource appear one by one and can be collected early to stop the growing. What I need is a structure like this : Kinda like the science machine. It has a base structure, an oven opening (open when you can add stuff in it, closed otherwise), a dial with the number of item currently harvestable, a thermometer to show when the next item will end, and a weel that show that the item is currently synthesing (synthetising ?) something. Of course, thoose elements don't have to be exactly what I wrote as long as they serve the same purpose, if you have ideas, feel free to tell them. As you can see, i'm a big d*ck in drawing, even more on a computer. I need someone that could draw the elements in a don't starve style, and make the animations (I think I could manage the animations if you don't want to.). Help me please so you can use this mod as well ! It's currently 90% functionnal, and I just need the animations for last tests ! thanks a lot !
  2. Ok, I created a custom item for a character mod that works. All I have to do is add the item's "characteristics" in it's prefab folder. I want this item to give my player the ability to teleport just like the teleportation wand. I tried digging for the Orange staff's prefab file but I don't know how to piece it together. Can you send me a coding text that I can simply copy and paste into my item's prefab file? Thanks a bunch
  3. Hello fellow DST modders, I am in the progress of making a character mod and need some help with the scripting. My problem: One of the character perks is that items have a small chance to instantly break on use (regardless of remaining item durability). I just need a pointer on how to get the and item that the player is currently using and on how to change the durability of the item on use. Thanks a bunch in advance!
  4. It's needed for my Killer's Traps mod. Somthing like this: if inst.is_visible then -- code for showing icon on the mapelse -- hide iconend​Now I just made "no_icon.png" (64x64 image 100% transparent) and just replaced original icon: AddPrefabPostInit("trap_teeth",function(inst) local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon("no_icon_64.tex")​And I'm not sure about second AddMiniMapEntity execution. Will it return existing variable or create new?
  5. I want to make shining hand item - weapon kind. My base was lightbulb at first, and then "torch" but there came an little issue... I tried following codes: local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),} local prefabs ={ "torchfire",} local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.fire = SpawnPrefab( "torchfire" ) --inst.fire.Transform:SetScale(.125,.125,.125) local follower = inst.fire.entity:AddFollower() follower:FollowSymbol( owner.GUID, "swap_object", 0, -110, 1 ) end local function OnUnequip(inst, owner) inst.fire:Remove() inst.fire = nil owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(48) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets)I also tried the lightbulb one but didn't work at all.. local light = inst.entity:AddLight()light:SetFalloff(0.7)light:SetIntensity(.5)light:SetRadius(1)light:SetColour(230/255, 230/255, 100/255)light:Enable(true)After using torchfire the item does shine when Equipped and stops when not equipped but you know how the torch/willow lighter looks - it has FIRE ANIMATION (yellow sparks, flames thing following the torch stick) Is there anyway to remove showing of flames and leaving only LIGHT? I tried commenting out some lines but effects where like: NO LIGHT AT ALL or LIGHT + FLAMES visible -.- Guess I'm lost :/
  6. Well I tried asking in other thread but they seem dead.. So I'll let myself post a new one. If I have working handslot item in Don't Starve, what I need to do to make it work in Don't Starve Together? The Item is character specific, comes with the beggining of the game and is not craftable (no recipe!) Yet no addictional functions, it's just plain like spear - sharp/weapon tags. When I start the DST server only the host gets the item. Also somehow the HP,Hunger and Sanity of my char are messed up. I think it's ok without the item added (the issues ONLY FOR GUESTS) Host always works fine. I guess it's some small line missing but I can't figure out what and where :/ So basicly: what is the difference between DST and DS hand gear mods? What to add? :/ Sorry if its stupid question.
  7. i have attached the log file, but i keep getting an error, mainly Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. repeatedly, any ideas, help much appreciated! log.txt
  8. Hello, I wanted to ask two questions: 1 Are there any tutorials of making placable item? (like science machine, campfire, walls, chest etc. etc.) 2. If I have mod for Don't Starve ready, what changes are crucial to make it work in DS Together? -mainly for ITEM because my character seems working fine! I've been trying to compare mods, seeking forums.. but really found an answer :/ I would be really glad if anyone find some time for me q.q
  9. Hello, I'm working on a custom sleeping item, and I'm not quite sure how to go about making the art. I'm basing it on the bedroll : And this is my (very rough) concept art: I'm wondering how the game will accept it, as I haven't gotten the actual mod working and am unable to test it, so I figured I'd just ask about how it works in theory. Will I be fine if I just replace the art within some sort of accepted area? Is there any way to expand the area? Im interested in expanding the area, because the concept art is not my first choice of animation, it's just what I came up with in the limited amount of space I assume I have to work with. Any input is appreciated!
  10. I support the idea that bones could be used to tame Hounds in the game as i had also though of this at once point (taming hounds), maybe if they worked in a similar fashion to the smallbirds where they require feeding maybe via a different structure like a dog bowl because having a horde of hounds to fight for you does seem a little easy considering how often they show up and how easily bones from a rabbit for say could be acquired.Another use for bones related to the idea of hounds could be a Pole that stops the dogs from following you like the eye bone from chester, i can imagine having dogs follow you the entire duration of you play through become annoying in some cases... the Pole could look similar to a stick with a bone hanging from it out of reach from the hound like a comical motivation tool seen often in treed mill acts.I apologise if this is not the type of feedback that would be appreciated!
  11. How on earth do I make taffy? Is it a crock pot recipe? A drop? I don't get it!
  12. has anyone discovered how to get it? i have done this: searched around the world(being insane but only in daytime) killed monsters (the ones that drop monster meat) while being insane, tried to kill crawling horrors [impossible(even with tentacle spike and full armor set plus wolfgang )] , and sleeped while in insane state, if anyone has already discovered how to get nightmare fuel please tell me
  13. Thanks!I opened a poll for it... How does this make the game easier?.. except for the marbles the item effects are quiet "low powered".
  14. When a treeguard appeared... T_T, i was at day 7 or 6 i think, nothing to defend myself...
  15. Bug Submission Please choose a category [Graphics] Platform [*]Chrome Version Number - Issue title Strange graphics on start page Steps to reproduce Open Don't Starve Describe your issue
  16. What if pirates spawn sometime after you put too much gold in one chest? They would dock their ship at the coast then try to steal items from your chests (like krampus) and, instead of disappearing into a magical sack, they would run back to their ship. New mobs:Pirate- spawns in groups of 5-8. [Drops- Gold Nuggets, Cutlasses, and Muskets]Captain- spawns from ship once all pirates have been killed. [Drops- Gold Nuggets, and Captain's Hat]New items:Cutlass- has the same durability as the spear, and does more damage than tentacle spike.Musket- can fire 50 shots before breaking, using Musket Balls as ammo.Musket Ball- Used as ammo in a Musket.Captain's Hat- obtained by killing a Captain. When wearing this, you can trade gold to a Captain for Musket BallsMaybe even a boat or other items on the ship.
  17. Bug Submission Please choose a category [Gameplay] Platform Chrome Version Number 70861 Issue title Items all locked again, research points at 0 Steps to reproduce The issue appeared when I opened the game after updating chrome, and is a permanent issue during gameplay. Describe your issue After I updated Chrome, I continued my game only to find that my research points had been reset to zero, and everything I'd unlocked was now locked again! It took me quite a few games (and a fair amount of gravedigging and ghost-dodging) to unlock everything, and to have to go through that again without the help of graveyard items is pretty daunting. I still have all of my items from when I unlocked them the first time around, like my gold tools and alchemy engine, but I just can't make any new ones. I'd really love to get back into playing, is there anyone else who has this problem, or any way it can be fixed?
  18. New Distract Item: Blinding Dart • Blinding Dart: Throws a dart that blinds the enemy for 5 seconds. Any guards near the blinded target will be distracted.
  19. Hello forum! I had a thought whilst exploring some unmarked graves to the North of my encampment a couple of days ago. I had packed my kitbag full of essentials to last the night, but in a somewhat foolhardy moment decided to pitch my fireplace next to a rather large spider mound...the long and short is that I spent a *very* eventful night dancing with spiders and turned out to have been very fortunate in finding a short lived amulet in a gravestone earlier! Anyway, I digress. I thought, seeing as being out at night seems very dangerous surely spiders must be able to see in the dark? Their nightly activities and big eyes certainly suggest a certain nocturnal preference! - Now most animals that can see in the dark have reflective lenses within their eyes. Considering the beautiful, yet haunting lighting given off by fireflies, I propose that spider eyes also gleam with a similar light. Potentially only if lit by the ambience of a campfire or other light source... Imagine wandering in the woods at night with nothing but a torch or mining helmet to suddenly see hundreds of gleaming eyes staring back at you from the darkness! - Truly an eerie, if not terrifying sight to behold! What do the rest of you guys think? Gleaming spider eyes or no? Let me hear your responses and comments Spook x
  20. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Invisible birds on traps Steps to reproduce 1. Put a trap and bait it with berries 2. Left it and come back after a while Describe your issue I left those traps on the floor with berries as a bait and I went exploring into another island. When i came back to my base i check them and there were no birds but the traps were jumping and jumping like if they had trapped something. Still i got the loot but the birds were invisible.
  21. When Dropping an item that happens to land right next to the ocean it is very hard to pick it up because you cant get around it. There should be something to enable you to get it