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Found 236 results

  1. Hello, I would like to build a Character that can craft custom items but only if near an specific character. Has someone an idee how to do it?
  2. i dit try to make it myshelf but all my trying just hurt myshelf so because i cant do it i ask if someone may want to do it i may not be able to pay you directly whit money but i can however buy you a game or 2 on steam if thats ok and here is my idea alsol thanks to some of my friends for helpin me rebalance or givin ideas to some of those things alsol about custom examination quotes we can talk about that later in the steam friends chat if your ready to place them so thanks for now if you want to help someone that cant do it themshelf
  3. Hello, i am Custom ReForged developer. I came here to show you my mod called Custom ReForged, which adds bunch of new stuff to ReForged About The Mod Custom ReForged is a mod that completely changes ReForged. Characters perks are buffed, but at the same time enemies are stronger, than usual! The mod adds more than 10 custom wavesets, 3 custom difficulties, 2 custom presets, weapons, armors, hats and 3 new bosses, which are not so easy to defeat. Can you defeat all of Pugna's warriors or will you give up? The mod has roadmap, so the mod will not be abandoned! I'll leave a link to the mod below. If you want to help with development, then I will be glad. Working alone is very difficult. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2342610627
  4. After a long hiatus of 2 years, I started working on my custom-animated character again, and I'm using the example template character from 2 years ago (2019). I don't know if there's a newer one I should be using or not. I know I'm stupid for doing this anyway. But the character is an 8-legged spider, I have to. I was wondering how to implement the character animations I made from Spriter, the one that came with DST's mod tools on steam(or is there a different animation program I should be using?) into the game. How do I get the game to read and play animations when it should? Also, is there a master list of animations I need to re-create(and can I implement custom emotes so my character can preform them with the / command)? I can tell some animations are actually 2 separate animations that play one after the other, and it gets confusing. There's also in game objects characters hold(Like a pickaxe). Does the game place those, or is that another animation? This is Dot, say hi! BTW, I don't know how to code with .lua in any way. help.
  5. I've been trying to code a character for a long time so that he can restore his sanity next to Webber. But nothing comes out I will be very grateful if you can write the code (Write the code better in the chat, and not a link to another topic, I tried it for me it does not work , For example, a discussion with rabbits) I know quite a bit about programming, can you tell me what I might have forgotten
  6. Mods that added spawn areas (also called "start locations") don't add them anymore in the new beta. For example, this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2306003274, adds a spawn area, but in the new beta it isn't an option. It's impossible to change it to the new spawn area that the mod adds. Is this a bug, or is there a new way that modders have to add start locations?
  7. Okay, so I'm working on a character mod, and their base design has gloves with visible cuffs - sometimes when he emotes, these cuffs are in the wrong place, as I didn't have a reference to where they should be when I edited his hand sprites. But if I had the sprites of a hand skin that has cuffs as well, such as the hand covers, unprotective gloves, buckled gloves or driving gloves, I'd be able to use those as a reference. I understand that the image files for skins are kept under tight wraps for good reason, so I can't just get them out myself - but is there a way to get my hands on these, in a way that won't upset the devs? For the record, I do NOT intend to trace these. Tracing and referencing are not the same. (Please don't make fun of me because it's Shadow the Hedgehog. I know. I've heard it all before.)
  8. I want to know if there is any function i can call to check if an item is on the players inventory or if it's equipped and then return the item prefab, im using FindItem(), but that only checks if the item is in the inventoryslots. i want to make an object that after being eaten gives durability to a weapon what im doing is the following local function PushMana(inst, eater) if eater.components.inventory then local item = eater.components.inventory:FindItem(function(item) return item.prefab == "megumin_staff" end) if item ~= nil then local uses = item.components.finiteuses.current item.components.finiteuses:SetUses(uses+1) end end end -------------------------------------------------------------------------- -------------------------------------------------------------------------- so i was wondering if there is a function that do the same but for que equipslots
  9. I don't quite know what I'm doing aside form this tutorial, I'd really hate to tamper with my files in fear of corrupting something?? I've already completely renamed my files as the tutorial guided me to do so. two of my character files have two completely different names from each other, yet both cant be enabled at the same time?? I don't really know what else to do. I've been lost for the past few days, If anyone has any answers Id really appreciate that!! The video explains everything needed
  10. Ok I would really like to have options to have like infinite numbers of critters (without overcrowded or cramped debuffs) per stable or let's say a .yaml which we can set from Klei numbers to a hundred (or more) this is non-existent on the workshop. If anyone who have the ability to do it, and also want to take the time that would be AWESOME. Stables are taking a lot of space for the numbers of critters we can keep happy. meanwhile dupes are eating omelettes I know this is a hardware heavy idea but it could be adjustable and a few of us have beefy machines to handle stupid numbers. Happy cycle all !! Thanks
  11. As i said in the title i want to make a weapon that is limited to 1 use per day, i tough of doing it by making its durability 1, and every morning restoring it back, but i cant seem to find a way to get that to happen every morning, i thought of using ListenForEvent() but i don't really know how it works, and i don't know if there's an event for that, the part of restoring the durability i tried to doing it with local function Morning("inst","dont know if i should add other variable") if inst.components.finiteuses.current == 0 and TheWorld.state.isday then inst.components.finiteuses:SetUses(1) end end but i don't understand event listeners very well, im kinda new to coding thanks in advance
  12. As the title is, I wanna use character abilities of Reforge on normal DST world. especially Maxwell's shadow attack, healing skill of Warly, and buff of Wigfrid and so on.. There's Forge item pack in workshop, but there's no forge character abilities. I couldn't find about this and If it is possible, I wanna use or make the mode. Can I get an answer from here? I appreciate you if you reply my question, thanks for read (◕‿◕✿)
  13. Here's the link. I know most players here are English users, but still, I'd like to share it here in case of anyone interested in it. This is a simple translation mod. It provides a new in-game language option called "繁體中文(改良版)/ Traditional Chinese (Improved Version)," which provides a better Traditional Chinese translation of the in-game texts. Currently the mod is not finished, and about 70% of it's translation is the same as the official version. I plan to continuously update the mod on a daily or weekly basis until every line of text is reviewed and further polished. The reason of making this mod (which is the first mod in my life) is because I really like this game, and I found that so much subtlety, humor and personality are lost in the official translation. Not to mention the official translation is full of mistranslation, inaccuracy, weird punctuation and Simplified Chinese slang hindering Traditional Chinese users from enjoying the story. I'm not sure how to update the mod once the new patch is released and the in-game text is added, though. I'll figure out after the new patch is implemented.
  14. sorry for reposting again and again.. seems i aleways post not in right place .. i got recommended to post this here .. sooo...after the new farming update i began love to use warly .. since many crops is now so easy to produce and multiplied .. so i came across this beautiful looking desert from warly .. but wait it need butter to make it .. i stand on my flower field and smash all butterfly that spawn . since i play mostly alone in my world butterfly also spawn less .. 2% chance is so low ... then i saw new compost mechanic where u add the item and it produce after long time spinning .. i like that mechanic and i think that it would be great if we can add something like butter churner ? using volt goat milk that we have so much from goat farm and klaus kill ? using 5 volt goat milk (and some honey,maybe? ) for two block of butter? if we can use the compost bin mechanic that would be great .. that butter take time to produce and i know u guys will say there already mod to make butter from milk etc .. but its just .. less exciting .. but dont we want out master chef have more adorable red kitchen utensil ?? made from glass shard wood and gears?? sorry for my english its not my main language .. cheers !
  15. So, I'm not very good when it comes to making sprites on my computer since I lack most of the essentials so, I started making the sprites via emailing them to myself and doing them on ibisPaint X. I was wondering if this does in fact work because I have all of the hands, feet, and faces done for my character already. I kept the same exact size of each of the sprites imported to myself the exact same when I was drawing over them as well.
  16. Howdy! I've been making a One Piece OST mod, and I wanted to change the hoedown OSTs (Goose, Moose and Beaver) , the character selection screen and the dusk/dawn sound notifiers (the ones that play when the night is over and when the dusk starts) but I have no idea what are the file names used to change them at FMOD designer (for example "music_work_night"), does anyone know how to find their name or could simply tell me them?
  17. Hey, dear reader! I'm scheming on a custom turf, that would be an only-craftable one, so it shouldn't be generated in the world at start. My tragedy is, I don't really know how to get started to it, what ingredients make a complete turf. I've tried to look up already existing mods that do the same, but they're compiled, so I've made no progress. Is there a noob-friendly guide or sample that I could use to achieve my master plan? I'm once again asking for your modding support (please :)) Thanks in advance!
  18. I am trying to make a Funtime Freddy mod, and currently, I am stuck. The game freezes whenever I choose the character (This I am trying many things to fix). Other than that, my character has three main perks that I will need help making when/if I can fix this bug, the perks are: 1. He has an built-in ice box, this is compensated for by having him move slightly slower, and unable to equip body and head items. 2. Funtime Freddy has night vision. This is compensated for with Funtime Freddy losing sanity during the day. 3. Funtime Freddy Brings along Bon-Bon. Bon-Bon is an equippable item that lets Funtime Freddy gain sanity in the dark, and negate the daytime sanity drain. Bon-Bon also has a secondary function when equipped, when held, Bon-Bon de-agros mobs after Funtime Freddy (This of course doesn't effect big bads). Bon-Bon also can be dropped or thrown, in which Bon-Bon will act like Bernie, where he will attack mobs. Bon-Bon seems overpowered, but Bon-Bon has a major downside, his crappy durability, Whenever Bon-Bon attacks a mob, gets attacked by a mob, or Funtime Freddy gets attacked while Bon-Bon is in his inventory, Bon-Bon loses 1% durability, and when broken, will become rubble on the ground. Bon-Bon can of course be healed for 10% durability per gear and when broken can be fixed similarly to how you can tame clockworks, by repairing him with three gears, this will make a new Bon-Bon with 25% durability, making gear farming essential if you want to have any sanity. Funtime Freddy has 225 health, 150 hunger, and only 100 sanity. I know how to make custom stats. But if you guys can help me with the other perks and help me to fix this bug that prevents me from progressing any further, I would be grateful
  19. Hello everyone! This thread is for all the HUD mods done by reD and Nicky! Here you can find all the themes they made for Don't Starve Together. These mods re-skins the entire HUD (In-game) of DST such as Craft Tabs, Inventory, Map, Player Status and even more. It's also compatible with Combined Status! [DST] Nautical HUD - Steam Workshop [DST] Nightmare HUD - Steam Workshop [Forge] The Battle Arena HUD - Steam Workshop [Gorge] Victorian HUD - Steam Workshop Thank you very much for visiting this thread and for using the mods!
  20. -- Panic mode local panicmode = false local function panicfn (inst) if panicmode == false and inst.components.health.currenthealth == .5 then --Transformation local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki") --Stat changes inst.components.combat.damagemultiplier = 2.5 inst.components.locomotor.walkspeed = 5 inst.components.locomotor.runspeed = 7 inst.components.talker:Say("WAIT STOP!") if inst.components.healthtrigger ~= nil then end panicmode = true end if panicmode == true and inst.components.health.currenthealth == 1 then local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki_panic") inst.components.combat.damagemultiplier = 1 inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 if inst.components.healthtrigger ~= nil then end panicmode = false end if inst.components.healthtrigger ~= nil then end end inst.components.healthtrigger:AddTrigger(panicfn) When I apply this to my character It keeps on crashing, I really need help
  21. Hi! I'm trying to make a mod that reduces the quantity of slots on a backpack, however I'm unable to accomplish it. I would appreciate some help in how to reduce the quantity of slots, the backpack interface changes, but it continues with the same quantity of slots. My modmain will go attached here. I would appreciate any help! modmain.lua
  22. As the title say's I wish to make a wickerbottom like character but for magic, I've seen that wicker uses ; inst.components.builder.science_bonus = 1 And it seems to work on my character as well but this is science, would I need to code this in? if so please nudge me in the right direction. (I'm not the best at coding.) Thank you! (First post yay!)
  23. I'm working on a mod with music. What am I doing wrong? Music_work and stinger_music play at the same time, how do I fix this? music_work constantly repeats
  24. I have this idea for a mod, but I don't have the expertise to code it at all. I searched for an existing mod that could possibly already have this idea I have implemented, but I couldn't find it on Steam. So... I figured I'd share my idea, maybe someone peeks interest and makes it. I've noticed that, even though the game is called Don't Starve Together, players will spend most of their time doing their own thing in far away places. They'll usually interact on big tasks, like giants, hound waves, raid bosses, etc. I thought it'd be a cool idea to have a mod that forces the players' camera position to be a shared one, like in other games such as Castle Crashers. The camera would be centered in a intermediate position between players, and it could zoom in and/or out depending on the distance between players like on Super Smash Bros. Wandering too far from each other could have whatever consequence, such as not being able to see yourself, losing sanity, losing health... Just go creative on that if anyone wants to put their work on this idea. Since I don't quite understand the game's code, I don't even know if this would need to be a server mod, client mod, both, or how difficult it'd be to code it. But I think this would make a nice challenge mod, with some interesting outcomes for people using voice chat or streaming the game. Edit: If a mod such as I described already exists, I'll just hide the thread.
  25. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.