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Found 82 results

  1. So, we're trying to make a tool for the player to use, that, when it hits 0% durability, instead of breaking, will go in the player inventory and stay there, unusable until it gets repaired. I'm aware that we'd need to add a repair action, but we're struggling to actually work out how to make this happen. I did find an old thread with some code from w00tydood, but it didn't actually work. Could use a hand here on figuring out how to make this work.
  2. I'm making a character from a game which there's a lot of language in it like f***, damn, shi*, crap, mother, ect. and I want to keep the character(s) faithful to their franchise *coughpd2cough*. I wanted to know is it okay for a mod on the workshop to have language, suggestive humor, crude humor, or will it be removed? I mean there's already mod for cannibalism which I think is much worse, but I want to be certain. Don't want to work hard then all of a sudden my mod was removed for 1 swear word in an examination quote . If it's not okay on the workshop is it possible for example I have 2 speech_files one is censored one is the original which is downloaded from somewhere else, would it be possible for a client to replace the censored one with the original one then they can see the original examinations or would the game crash if all players don't have the same exact speech_files? Thanks for reading my question, have a good day/night !
  3. As the Title suggests I'd like to know what kind of FOODTYPE.X'S exist, since Im making a Character having a specific diet and can't seem to find a definition of the FOODTYPE group
  4. As the title suggests, I'd like to know more about Tags, especially the vanilla ones as well as the modded ones. I had been looking for a while but cant seem to find anything. Can ya help? I'd like to know what Tags do exactly, also I'd like to know where I can find the vanilla code for the character traits that are done via the Tag function
  5. I'm making an animation for my sword but in game it's so fastly happening and ends. How can i make it slowly and do not end. Thanks for helping i can't put videos or screenshouts because i don't know how to take a video. So if you want i can upload my character mod
  6. Making my first mod, nothing happens at all when I try to light and/or hammer a structure. What am I doing wrong? How can I solve it? Thanks in advance.
  7. As title says, I'm currently making another character mod that also has a ghostly companion like Wendy. I basically made use of the same codes as Wendy does but I'd want her ghostly companion to be spawned without waiting for her item's charge time and instead of offering a sacrifice, I'd prefer her companion to be spawned by giving it a telltale heart. How should I go about with this? Any help would be greatly appreciated!
  8. Is it possible to create mod: the sewing kit could restore the durability of fur sleeping bag? Or maybe this mod already exists? Then please give a link to it)
  9. Hello Survivors, So I wanted to check out how Skins exactly look in art (I dont want to use them in any mods, because I respect Klei) but they are in Dynamic files which I dont know how to open, do you have any ideas? I mostly would want to see any duo set piece (example : Catty Costume) and any Character Skin (example: Guest of Honor Webber)
  10. Hello, I have a question ! So, I was wondering which one of these would cause less lag.. Having multiple perodic tasks for different things or making 1 perodic task with everything in it, or does perodictask not hurt framerate at all (like a .5 perodic task)? If someone could tell me that would be very great !
  11. Hello, I have a question . So, is it possible to have a simple piece of code that hides the minimap mod's minimap if it's enabled? Because on a certain event I want my character to not be able to use any kind of map & I already have which hides the default map. inst.components.playercontroller:EnableMapControls(false) If anyone knows how that would be great ! Thank you for reading my question have a wonderful day/night !!!
  12. Hello, I need help ... So, I know there are some other night vision topics out there but i'm really dumb & couldn't understand or get those to work for me (crash, crash, crash). So, i'm really dumb I had to make my own topic on how can I add night vision to my character ... So, if someone can help me ! I'd like my character to have a plain simple night vision for when hhe goes insane & loses it when not insane that's literally all, if anyone can help me I would cry tears of joy! Thank you so, so much for reading my problem!! I wish you have a amazing, wonderful, fantanstic day/night !!!!!!!!!!!!!!!
  13. Hello, I have a question if someone could help me with it that would be awesome !! So, lf I want to check if the character is wearing Rabbit Ear Muffs in this code if inst.sg:HasStateTag("roaring") and v.wearing_rabbit_earmuff_hat? then return end how exactly would I do it? I'm sorry i'm a noob & I don't even know where to look for such a thing in DST's files .. So, if someone could help me that would be so wonderful, thanks for reading my question have a great day/night !!! I have another simple question is if I want to make this pure black color, what would I do? Also, can someone link me to a good site for calculating colors & stuff then I can do it myself in the future xD... inst.AnimState:SetAddColour(0,0,0,1) inst.AnimState:SetMultColour(0,.05,.85,1)
  14. Hello, I have a question ! If somebody could help me I would be very grateful ! So, my question is... Would it be possible to mod the limit of tags a character can have to be more than 31? Because there are many things I want to give to my character which is not possible without tags... For example, "beaver", " brushable", "cooker", "heater", "insomniac", "UPGRADETYPES.SPIDER.."_upgradeuser" ", "valkyrie", "mime", "woodcutter", "monster" these are all tags which is impossible to replicate for me code wise... And they would work if only I could add them to my character but the 31 tag limit crashes the game, & that sucks a lot for me because it puts a huge restriction on my creativity for no reason ! So, would anyone know how I can up the tag limit from 31 to 100 ? Because I never want to have to see this dumb crash again [00:00:22]: Error serializing tags for entity adam[107984] - 32 tags; exceeds maximum size of 31 [00:00:22]: Net partial byte (32) out of range [0, 31] I really hope this would be possible but if it's impossible please tell me, i'll just have to go cry in a corner that's all ... And thank you so much for taking the time to read my question, have a wonderful, amazing day/night !!!
  15. Hello, I have a question. So, like the title says is there a way to call upon a character's gender? I tried... if v.CHARACTER_GENDERS.MALE then v.components.health:DoDelta(-99999) end But it just crashed the game saying "attempt to index field 'CHARACTER_GENDERS' (a nil value)".. So, if someone knows if this's even possible that would be great ! If it isn't possible that's fine too . Thanks for reading my problem, have a great day/night !
  16. Hello, I have a question. So, like the title how can you give a character total coldness immunity? Coldness as in not being able to freeze from things like the ice staff or deerclops. Currently I use " inst.components.freezable:SetResistance(100) " but this doesn't grant coldness immunity it just slows it... Would anyone know how to do a total coldness immunity? Thanks for reading !
  17. Hello, I have a question ! So, what does " inst.AnimState:OverrideSymbol("face", "face30", "face") " do? Would it swap the current face texture with face30 texture? If that's so then how to you clear the override symbol then it stops overriding the face? Also, for example if I want to add more face textures to my character like say "face-33" which doesn't exist by default would I be able to use that texture with this OverrideSymbol function or would it not work? Because I want to make my character unique faces for when he's attacked, sad, angry ect. but I don't want have to make entire texture builds just for a different face ... So, if someone can answer this question I would be much obliged !
  18. Hello, I need help with a custom animation I made, if someone could help me I would be very happy! Here's the animation insane_taunt.zip. So, the problems are... #1 - How do I remove folders from the custom anim? Because I used ShipWrecked animations for this (I regret that so much)....and now my animation's stuck with the "droplet", "paddle" & "wake_paddle" folders which means whenever I want to play this animation I have to use a unique build just for this 1 animation (because my other builds don't have those things) which sucks !! #2 - Whenever my character plays this animation any equipped armor, tools & hats disappear?! I don't know why that's happening because I looked through the normal animations & they don't have any armor or tools animated into the animations...? Can someone enlighten me on this? Thanks you for reading my problem, have a wonderful day/night !!!
  19. Hello, I have a question! So, my mod character's supposed to be like super smart & never need researchlabs for anything. So, it's kinda annoying that to open presents he needs a researchlab... So, would it be possible to make it that he can open presents when he has tag "perfect" & he won't require a research lab? And if someone wants to help me with that...would it also be possible to hide any presents he can get when he's insane? Then he can't open them till he goes sane? Sorry, for asking for such complicated things...
  20. So sorry for making 3 topic in a row...but I have no choice but to ask for help since i'm dumb ......... What I need to ask is, is it possible to make character's speech go away with some code? I know there's " act.target.components.talker:ShutUp() " but that only makes them stop talking not get rid of the speech thing, is there a way to get rid of the text too? Thanks you so much for reading my question, god bless you all !!!
  21. Hello, I need help ... So, I was wondering is it possible to make alternate crafting recipes for a mod character which only they can craft? Like for example I want my character be able to craft wood walls with 3 gold nuggets, stone walls with 6 gold nuggets & moonrock walls with 12 gold nuggets. And each of the craftings would give 6 walls & only characters with the "amazon" tag can access these wall recipes.. Would this be possible or not? Because I have no idea how I would even do this ... And thanks so, so, so much for reading my problem! I wish you have a splendid day/night !!!
  22. Hello everyone. This is my first of what i hope will be many threats. I'm currently working on my first mod, it's working already and it looks great, it's a final fantasy character with amazing magical ítems and equipment. I don't wanna spoil the surprise, i think people may like it as much as i enjoyed making it and using it. Today i'm here because i'm really new in this moding world, and at first it's a little overwhelming, but then eveything kinds of starts making sense. So i will really appreciate if you could help me with your experience, i promise it's gonna be worth it. I apologize in advance for my english spelling, it's not my main lenguaje. Phase 1: (This phase is done, but i'm adding a few extras) Ítem behavior i wanna implemet: - Teleport when hitting a target from the distance. (towards the target) (Done) - Electrical damage when hittng. (Done) - Nightvision (Done) - Gaining sanity from killing creatures that are strong enough to fight back (Done) - Special personal armor. (working on it) - Special personal head equippable. (working on it) - Other minor features got implemented here, the detailed list will be in the published mod. Phase 2: (Currently working here, after done, the mod will be published and i will start working on the next phase) This phase is about implementing ítems that will use MP each time you use them since "phase 3", but in this phase they will have a cooldown instead. So far this is the list, may add more in the future: - Usable ítem that makes a lighting strike to enemy. (In progress) - Usable ítem that makes a meteor strike to enemy. (In progress) - Usable ítem that heals you (health restore) (In progress) - Usable ítem makes sword's fall from the sky to attack an enemy, will have a long cooldown (similar to the Gilgamesh mod) (in progress) - Usable ítem that makes explosive bubbles (similar to the jutsu mod, the bubble jutsu) (In progress) - Usable ítem that will freeze everyone on your range of view. (In progress) - Will make more MP based ítems. This ítems will have a cooldown in phase 2, since phase 2 will not have the MP bar yet, because i'm new in this and it might take a while before i figure out how to make it all work. Phase 3 (will change how magic Works in phase 2, will be implemented via update) Mp bar system (Haven't started with this) yet As seen in the final fantasy series, and every RPG game ever, i wanna add a "MP" bar. MP will be a parameter used when attacking with magic, such as the lightning magical attack that i will implement into an ítem in phase 2. MP will recharge with time, and having no MP will make you unable to use magic until it loads, as well as not having enough MP required to use a certain magic. The jutsu mod is a good example of what i wanna do with the MP bar, jutsu mod uses a chakra bar instead when you use jutsus. The big difference is that my ítems will be unlimited (not expendables), your only impediment will be the MP bar since you got to wait till it loads. I have to thank the justsu's mod creator, since his mod was the one that inspired me to make my own original mod. Phase 4: (The most ambicious one, implemented via updates) Personal assistance companion (Haven't started with this yet) Special character transformation with limited time. (Probably triggered by a key, or an ítem) Summoning companions such as Ifrit, Odin, Shiva and others from the Final Fantasy series. (They will banish after some time or certain conditions) This character is gonna have a companion that will not fight (since you are the powerful warrior and protector of your companion), still thinking what is gonna be this companion's behavior, but first step is gonna be implementing the companion and see it working, then i'll add features. Thank you in advance for helping me, i promise this mod is gonna be a really fun character to use. Special thanks to @rezecib and @DarkXero, your well deserved credit will be in the mod's workshop and forum once it's published. This mod wouldn't be possible without you. Mods that inspired me to make this one: Jutsu mod, Musha mod, Gilgamesh mod.
  23. Hello, so I want to know is there a code to make an item glow a certain color? Like the character ítem glow code from this topic: By using this topic's code the char will take the color when equipping the item: owner.AnimState:SetMultColour(1, 1, 1, 1) owner.AnimState:SetAddColour(1, 0, 1, 0) owner.AnimState:SetLightOverride(0) But what about the color glow just affecting the ítem? The most similar effect i've got is the haunted code which you put in the function fn: inst.AnimState:SetHaunted(true) Is it possible or am i going to far away? Thanks in advance I know am asking a lot of questions lately, but i think it might gonna worth it.
  24. What does "inst.components.combat.min_attack_period" do?
  25. Hello, I need a little bit of help . So, my character has a dodge power thing & when he dodges he becomes invincible for as long as his dodging but the problem is while his dodging & his invincible if she's wearing any armor & he gets hit while dodging then the armor takes damage even though he's supposed to be invincible! And that's kinda problem-ish ! Can someone tell me if there's a way to fix this or is there no way to make armor invincible as well? Here's the code if you need to see it & if you need my character to help me then please let me know & I will upload as fast as possible ! local DODGE = GLOBAL.Action() DODGE.str = "Dodge" DODGE.id = "DODGE" DODGE.fn = function(act) if act.target.components.hunger.current >= 10 and act.target.flawless_mode == nil then if act.target:HasTag("playerghost") or act.target.components.health:IsDead() or act.target.sg:HasStateTag("giving") or act.target.sg:HasStateTag("playing") or act.target.sg:HasStateTag("busy") or act.target.sg:HasStateTag("working") or act.target.sg:HasStateTag("fishing") or act.target.sg:HasStateTag("doing") then return end act.target.sg:GoToState("dodge") act.target.components.hunger:DoDelta(-10) act.target.components.health.invincible = true act.target:DoTaskInTime(0.73, function() if act.target:HasTag("playerghost") or act.target.components.health:IsDead() then return end act.target.components.health.invincible = false end) elseif act.target.components.hunger.current <= 9.99 and act.target.components.sanity:IsSane() then if act.target:HasTag("playerghost") or act.target.components.health:IsDead() then return end act.target.components.talker:Say("Ugh...") elseif act.target.components.hunger.current <= 9.99 and not act.target.components.sanity:IsSane() then if act.target:HasTag("playerghost") or act.target.components.health:IsDead() then return end act.target.components.talker:Say("We NeEd FoOd!!!") end end