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Found 23 results

  1. Is it possible to assign the mine action to empty hands? Looking at the Zinnia mod I know you can move it to a new tool. But what about no tool? local function DoToolWork(act, workaction) if act.target.components.workable ~= nil and act.target.components.workable:CanBeWorked() and act.target.components.workable:GetWorkAction() == workaction then act.target.components.workable:WorkedBy( act.doer, ( ( act.invobject ~= nil and act.invobject.components.tool ~= nil and act.invobject.components.tool:GetEffectiveness(workaction) ) or ( act.doer ~= nil and act.doer.components.worker ~= nil and act.doer.components.worker:GetEffectiveness(workaction) ) or 1 ) * ( act.doer.components.workmultiplier ~= nil and act.doer.components.workmultiplier:GetMultiplier(workaction) or 1 ) ) return true end return false This seems to be the check for the right tool in your hand, I'm just not sure how to bypass it.
  2. Hi everyone! I am very new to the modding thing. I am trying to make a character mod for Don't Starve Together. He's gonna be a Rock person. Following along with the tutorial on the Klei website, it all seems fairly straightforward. However, I've run into a little snag (being that I have no coding experience, and don't want to screw up my game) I need help with a few things. Firstly, a slightly slower sanity drain, I set his sanity to 50, but i'd like it to drain a bit slower. Found someone else's thread to help here! Secondly, how to make it so he can mine boulder and etc, with his fists. Thirdly, how he can give off a warmth aura exactly like a thermal stone. Fourthly, how to drain his sanity near pickaxes. And lastly, how to make food non edible, but minerals edible for him. Any help would be appreciated.
  3. So I was trying to make a character mod, but it crashes the game, and the error log shows this to me: [string "../mods/mod-bell/modmain.lua"]:1: attempt to call global 'require' (a nil value) And this is what I have in string 1: local MakePlayerCharacter = require ("prefabs/player_common") Which I feel little confused, I will be very appreciated if someone can give me any suggestion to solve this problem
  4. I'm making a custom Character, and trying to figure out how to code the perks I want him to have. They are; -Sanity gain around another custom Character -Night vision -Slowed hunger depletion -Starts with an Axe and a Shovel -Can't be put to sleep by mandrake based items -Speed boost If anyone could help me figure out the coding for this I would greatly appreciate it!
  5. I want to make a character that is able to transform into a large monster like thing, just like Woodie. I started off by copy and pasting Woodie's prefab into my character's, ("Willem"), and got to work. The first thing I did was to take out the codes referring to Lucy, as she won't be needed at all for this. I launched the game and tested a lot to see if everything was working as it should be along the way, and it was. The next step was a bit more difficult but I did it, completely removed the "Beaverness" component to becoming a beaver. So now (just for testing purposes), when Willem eats a seed he transforms, and when he eats twigs he transforms back. Great! It works. It's easy, it's awesome. Problems that have always persisted are The beaver mode is actually invisible. Despite having the beaver's anim assets in my mod, and putting them on the asset list, they never appear in game. The colour cubes overlays have always been sort of funky. I get some weird grainy thing while in human form but then beaver-orange-overlay when beaver form. The hoedown music doesn't play, this doesn't matter to me that much, but just unsure why. So here are the things I am asking for assistance Make the beaver appear. I will create custom textures before release, but making the anims work with the default beaver is a non-starter. Make the inventory system work while in beaver mode. I want this to be a mode that makes the character stronger but not disabled. Using inventory and accessing chests might be difficult, the same with picking things off the ground. Custom overlay. Either this or just no overlay would be preferable to what it is now. As always, any help will be greatly appreciated and I will give credit where credit is due. Scarecrow.zip
  6. So I managed to create a custom character using the extended character template, and it's more or less working as I want but one thing I can't figure out is bugging me. While creating his custom starting weapon, despite it functioning mechanically just fine, I wanted to add special "inspect" text to it, and a unique one for wx as well to match his usual "all caps" speak. Now the first two strings for the item name and description in the recipe tab are working in-game just fine, but the two lines of text I added for the "inspect" for all players + wx's special one just won't. The item also does not seem to function with the Food Values+Item tooltips mod properly, as it will either display no text (not even the "equip" option though it can still be equipped normally) or if I hover over another weapon or tool, or any item with stats really, the hover text will match the last item I hovered. This is after hovering over the torch, then hovering the weapon. The strings I'm using for the descriptions and inspect options in my modmain.lua are as follows: STRINGS.NAMES.SHADOWRAPIER = "Shadow Rapier" STRINGS.RECIPE_DESC.SHADOWRAPIER = "Don't poke your eye out." STRINGS.CHARACTERS.GENERIC.DESCRIBE.SHADOWRAPIER = "Dark and pointy." STRINGS.CHARACTERS.WX78.DESCRIBE.SHADOWRAPIER = "EXTREMELY POINTY. USE WITH CAUTION." I pulled these from another character mod called "Wolfe" who has a unique craftable weapon as well. Is there something wrong with these strings? (Well i mean obviously there is, but what...) or is it something in the other files such as the item's .lua file? If needed I will provide the full modmain.lua, item.lua and character.lua files. Thanks in advance!
  7. I'm looking for someone to help me code in a perk for my mod character, just like how Webber is tagged as a "Monster" and is neutral to spiders, My character is tagged as a "Robot" and I would like to know how to make an aggressive mob neutral to my character, also capable of befriending the mob. I'm looking specifically for frogs and this is how I plan they'd work. Like the pigs, the frogs will leap back home to their original pond at dusk. They will need to be fed to befriend, (butterflies, butterfly wings, bees, mosquitoes, any insects.) Frogs will be neutral and will not attack you. I can do with just frogs being neutral on it's own, befriending them is just a bonus to me. I'll appreciate any help been given!
  8. Hi! I've been trying to make my character mod gain sanity when using the sewing kit (or gaining sanity when holding it, at the very least). I have succeeded to make my character gain sanity upon catching fireflies, but this code does not seem to work for the sewing kit. inst:ListenForEvent( "finishedwork", function(inst, data) if(data and data.target and data.target.prefab=="dress") then if(data.action and data.action.id=="SEW") then if(inst and inst.components and inst.components.sanity) then inst.components.sanity:DoDelta(20) -- amount of sanity gain here inst.components.talker:Say("It feels nice to sew after a while...") end end end end ) I tried countless times to make this work with a bunch of references from other codes, but I can't seem to make it work as easy as it seems! I think it's the 'prefab' target that is set wrong, as I want all clothing to be affected, not a specific one. Does anyone have an idea how this works?
  9. Simple enough, I thought inst:ListenForEvent("onpickedfn", OnPicked) would be called whenever a flower is picked, because in the flower's prefab there is inst.components.pickable.onpickedfn = onpickedfn, but my OnPicked function never gets run. I know because there is a print statement immediately in the function. Is there another event to listen for, or something else I can do to know when a flower gets picked?
  10. I made a custom backpack, with it's own custom widget. It works, you can store items in it and everything, the only problem is items don't automatically go into it. Like if my inventory is full, and the bag is empty and you try to pick something up, its supposed to go into the backpack, but it doesn't in my case. I might have missed a line while making the widget in modmain. Or something. I don't know. Here's the code I used to create the widget And just in case, I'll attach the entire mod to this thread. (It's kinda big, because it's an entire character mod ) But I'll expect this will be an easy fix, if there is one. Wisniowski.zip
  11. Hi, I'm making a custom speaking item, like Lucy. This item is able to chop trees and mine rocks, and I want it to speak after it does so, just like Lucy. I basically copied the code from Lucy, but it just doesn't work. In the item's prefab, I have this right now local function OnFinishedWork(inst, action) if action == ACTIONS.CHOP and inst.components.equippable:IsEquipped() then inst.Say(STRINGS.TALISMAN.on_worked) end print("finishedwork") end --later on in the prefab, under masterpostinit inst:ListenForEvent("workfinished", OnFinishedWork) --or inst:ListenForEvent("finishedwork", OnFinishedWork) Lucy uses the listenforevent "finishedwork", but in the workable component I found "workfinished", so I just tried that too. In game, after chopping a tree, nothing happens. The OnFinishedWork function isn't even called, which makes me think that the ListenForEvent is wrong. Any help to solve this would be greatly appreciated!
  12. I would like my custom character to chop and mine slower than other characters, in a similar way Woodie can chop trees faster. In Woodie's prefab file, I found this local function SetBeaverWorker(inst, enable) if enable then if inst.components.worker == nil then inst:AddComponent("worker") inst.components.worker:SetAction(ACTIONS.CHOP, 4) inst.components.worker:SetAction(ACTIONS.MINE, .334) inst.components.worker:SetAction(ACTIONS.DIG, .334) inst.components.worker:SetAction(ACTIONS.HAMMER, .25) end elseif inst.components.worker ~= nil then inst:RemoveComponent("worker") end end I put a function similar to this in my character's prefab, changed the values, but they have no effect. I even kept the values unchanged, thinking it would make my character chop 4 times faster (that's what i assume those values alter), but there was still no change. I have a custom item that can chop and mine, and can take half the required swings to finish, so to counter-act I wanted my character to do it half as fast, so it would really balance out. Any help would be greatly appreciated!
  13. I would like a character of mine to be able to sleep during the day, dusk, night and in caves. If it would be easier to make a custom sleeping item, that would be good too. But it would be preferable for it to work with every bed. I looked through other mods that had similar abilities, but they led to dead ends that I couldn't figure out. Thank you for any help!
  14. For the character I'm making (this is the last request, I swear!), to offset the speed bonus around trees, maybe being unaffected by the speed boost of roads (or maybe half the bonus?) would balance them out nicely. I found some variables like "self.fasteronroad" in components\locomotor.lua, but other than that I couldn't find a lot relating to the speed bonus. Any help will be greatly appreciated!
  15. For a custom character I am making, I want to be able to sneak around enemies or be able to get closer to a mob without it knowing I'm there. For example, I could get closer to a rabbit before it notices me and runs back to its home, or I can get closer to a bird before it flies off. I'm aware of the "scarytoprey" and "notarget" tags, but they basically remove detection altogether. Any help would be greatly appreciated!
  16. Hello everyone. I'm planning on making a Waverly mod, I require help with a artistic hand to draw her and her assets: Her stats: Health - 135 Hunger - 150 Sanity: 175 She gains sanity from negative sources (+4.5 [Merms, tentacles, evil flower, etc etc]), gain no sanity from hats/positive auras (flowers giver her 0 sanity, but evil flowers give her +10 sanity) She starts with a Witch hat which is the only item that gives her sanity (+2.55 per min) lasts for 6 days can be crafted for 4 silk, 2 spider gland She also has a witch cauldron (a black eerie reskin of Warly's portable crock pot) if she tried to cook any food in the cauldron it will 100% be wet goop (Art on this) With her Witch cauldron she can cook potions (which she can drink and force-feed others) Potions: Health Potion: When drank: +55 health, -5 sanity, -5 hunger Can be cooked with 1 red caps 1 twig 1 ice 1 butterfly wing Takes 35 seconds to be cooked in cauldron Sanity Potion: When drank +65 sanity, +0 health, -10 hunger Can be cooked with 2 green caps 1 twig 1 (Any fruit) Any negative sources will be lowered by 50% (So for example: near spider you lose 12.5 sanity [Normal = 25]) All positive sources will be lowered by 25% as well. Takes 45 seconds to be cooked on cauldron Strength Potion: When drank character deals 2.5 damage +15 Speed (Wolfgang/Wigfrid don't get extra damage) - 25 Sanity, -10 Hunger Duration: 30 seconds Can be cooked with 2 (vegetables) 1 twig 1 glommer goop Takes 1 minute to be cooked on cauldron Acid Potion: She can throw at enemies making them lose 75 sanity and -5 per 2 seconds for 10 seconds (-25 damage [100 damage overall]) it's a splash damage so it's great for a group of enemies Can be cooked with 1 spear 1 monster meat 1 durian 1 mosquito (catched) Reflection Potion When drank 50% attack enemies deal will be reflected into them (you still take 100% damage from the attack armor doesn't count the reflection) Duration: 20 seconds Can be cooked with 1 crow feather 1 ice 1 hound tooth 1 pig skin Nightvision Potion: When drank you gain night vision (like moggles) Duration: 35 seconds Can be cooked with 2 moleworms 1 twig 1 blue cap Takes 1:30 minutes to be cooked on cauldron Intelligence Potion: When drank unlocks all recipes but you can craft only one item (you still require all of the resources for that item) -50 sanity +0 hunger. Can be cooked with 1 phelgm 1 eel 1 nightmare fuel 1 gold nugget No one else can use her cauldron but they can pick it up (so it can be moved) Spiders/Hounds/Merms/Tentacles don't attack her unless engaged. Pigmen will not follow her and they won't eat anything she gives them If she eats glommer goop she gains +50 health +25 sanity and +10 hunger (only her) I got no idea how to mod this character so I need: A person to make her art+assets/etc A person to make her code/code for cauldron/Witch hat,etc I'll give 100% credit to the persons who helped with the code and art. This is more of a concept of a character cause if this isn't going to be "my" mod cause those 2 persons who will help with art+code will have done ALL the work.
  17. i am glad that u checked this topic, i am really sorry for asking that much, Its not like i didnt even tried,no, I gave this problem some time to be confident with things what i need, so the things what i begging for : First perk: I working on Female character. Its will be cool if when she is near Male characters she gain some sanity boost, and Female and Male characters around her lose sanity. Second perk: If someone(not ghost players) is staying near her ,she is neutral to all enemies(excluding boss, bees, shadows) untill provoke them. But when there is no one around her monsters acting normal to her. Thats it.I know its alot of work ,but i found some things that could be modified to fit my expectations. Here is code from Sanji character, i dont actually know what i should change here to make people around My character lose sanity local function isMan(name) for k, v in ipairs(GLOBAL.CHARACTER_GENDERS.MALE) do if v == name then return true end end return false end AddPlayerPostInit(function(inst) if isMan(inst.prefab) then if not inst.components.sanityaura then inst:AddComponent("sanityaura") end local old = inst.components.sanityaura.aurafn inst.components.sanityaura.aurafn = function(inst, observer) local ret = 0 if old ~= nil then ret = old(inst, observer) end if observer.prefab == "mycharacter" then return GLOBAL.TUNING.SANITYAURA_SMALL + ret end return ret end end end) Here is combined things i tried, to make My character neutral if she is not alone (I used codes from different topics This one and This ) local function getplayersnumber(inst) local x,y,z = inst.Transform:GetWorldPosition() local radius = 10--change the radius to whatever you want local players = TheSim:FindEntities(x, y, z, radius, {"player"}, {"playerghost"}) --get all players in radius, but not ghosts local playercount = #players - 1 -- remove your self from the player count if playercount >= 1 then local function PassiveUntilAttack(self) if self.inst:HasTag("shadow") then return end local _SetRetargetFunction = self.SetRetargetFunction self.SetRetargetFunction = function(self, period, fn) if fn then local _fn = fn fn = function(...) local _target = _fn(...) if _target and _target.prefab == "mycharacter" then return end return _target end end return _SetRetargetFunction(self, period, fn) end end AddComponentPostInit("combat", PassiveUntilAttack) local function ChangeSuggest(inst) if inst.components.combat then local self = inst.components.combat local _SuggestTarget = self.SuggestTarget self.SuggestTarget = function(self, target) if target and target.prefab == "mycharacter" and target.components.combat.target ~= self.inst then return end return _SuggestTarget(self, target) end end end AddPrefabPostInit("hound", ChangeSuggest) AddPrefabPostInit("firehound", ChangeSuggest) AddPrefabPostInit("icehound", ChangeSuggest) end end I will appreciate any help.
  18. i need help fixing this coding for it to work as a fast gather so i can gather twigs and grass and barris fast but it just not working -- Fast Gather local handle = inst.sg.sg.actionhandlers[ACTIONS.HARVEST] handle.deststate = function(inst) return "doshortaction" end local handle = inst.sg.sg.actionhandlers[ACTIONS.PICK] handle.deststate = function(inst) return "doshortaction" end
  19. Hey, all! Maximo is all updated and is working on the Klei Don't Starve Together Workshop!!! Maximo Elias Prole on the Workshop! Thank you Halfrose and ImDaMisterL!!!! So, so, so much! The following is what was happening and is now resolved! What was happening: Hey all! I keep getting this error that pops up on the screen with my mod that I have created, now it is still in its testing stage so I just want to be sure all the animation and stuff is still working in the mod. Unfortunately, I continuously get this warning and it won't let me start the game at all without disabling his mod and stuff. I am willing to offer up all the coding and everything so that someone can help me. Any help is greatly appreciated! [[UPDATE as of February 7th 2016 at 4:57 in the morning!]] OKAY I've decided to completely redo everything but leave all my art assets so that I can easily put them into a new folder! I used another mod that simply added a character and did nothing special and have edited all the art so far (I messed up where I'm positioning his face and now all of his facial expressions don't line up very well with one another--my own artist error!) and he is working fine! Once I change all the file names from the other name to "maximo" and everything to "MAXIMO" and such I will update on how it's going! Otherwise, look here! [[UPDATED AGAIN Feb 7 5 something in the morning]] Okay, the game just crashed. I didn't even get to the character select screen this time. The game just came up with a dialog box that said I had to check the log. I don't know where that is right now, so yeah... I'm gonna go through and double check files and stuff. Hhhh.
  20. Hello there. I'm trying to make a character mod and i want to give my character a unique item. I think everything is fine but everytime i try to run DST the game crashes. I've checked the log but i can't figure out what's wrong. I'll post here the log and piece of code that the game has problems with. PrefabFiles = { "solaire", "estus",}Assets = { Asset( "IMAGE", "images/saveslot_portraits/solaire.tex" ), Asset( "ATLAS", "images/saveslot_portraits/solaire.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/solaire.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/solaire.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/solaire_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/solaire_silho.xml" ), Asset( "IMAGE", "bigportraits/solaire.tex" ), Asset( "ATLAS", "bigportraits/solaire.xml" ), Asset( "IMAGE", "images/map_icons/solaire.tex" ), Asset( "ATLAS", "images/map_icons/solaire.xml" ), Asset( "IMAGE", "images/avatars/avatar_solaire.tex" ), Asset( "ATLAS", "images/avatars/avatar_solaire.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_solaire.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_solaire.xml" ), Asset( "IMAGE", "images/inventoryimages/estus.tex" ), Asset( "ATLAS", "images/inventoryimages/estus.xml" ), Asset( "IMAGE", "images/inventoryimages/estus_empty.tex" ), Asset( "ATLAS", "images/inventoryimages/estus_empty.xml" ),}GLOBAL.STRINGS.NAME.ESTUS = "Estus Flask" <<<< this is the line game has problems withGLOBAL.STRINGS.CHARACTER.GENERIC.DESCRIBE.ESTUS = "Undead favourite."GLOBAL.STRINGS.RECIPE_DESC.ESTUS = "My favourite drink."GLOBAL.STRINGS.NAME.ESTUS_EMPTY = "empty Estus Flask"GLOBAL.STRINGS.CHARACTER.GENERIC.DESCRIBE.ESTUS_EMPTY = "It's empty"local require = GLOBAL.requirelocal STRINGS = GLOBAL.STRINGSlocal Recipe = GLOBAL.Recipelocal RECIPETABS = GLOBAL.RECIPETABSlocal TECH = GLOBAL.TECH[00:00:00]: Starting Up[00:00:00]: Version: 142718[00:00:00]: Current time: Sun Jul 19 11:05:12 2015[00:00:00]: Don't Starve Together: 142718 WIN32_STEAMNNN Build Date: 2015-07-10_11-55-42[00:00:00]: Parsing command line[00:00:00]: Command Line Arguments: [00:00:00]: Initializin Minidump handler[00:00:00]: ....Done[00:00:00]: Initializing Steam[00:00:00]: Steam AppBuildID: 690955[00:00:00]: Steam BetaName(Branch): [][00:00:00]: ....Done[00:00:00]: Fixing DPI[00:00:00]: ...Done[00:00:00]: THREAD - started 'GAClient' (4140)[00:00:00]: HttpClient::ClientThread::Main()[00:00:03]: ProfileIndex:10.30[00:00:04]: THREAD - started 'GAClient' (3964)[00:00:04]: HttpClient::ClientThread::Main()[00:00:04]: THREAD - started 'GAClient' (5532)[00:00:04]: HttpClient::ClientThread::Main()[00:00:04]: Network tick rate: U=15(2), D=0[00:00:04]: Network tick rate: U=15(2), D=0[00:00:04]: Authorized application D:\SteamLibrary\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall.[00:00:04]: WindowsFirewall - Application already authorized[00:00:04]: loaded ping_cache[00:00:04]: OnLoadPermissionList: APP:Klei/DoNotStarveTogether/save/blocklist.txt (Failure)[00:00:04]: OnLoadPermissionList: APP:Klei/DoNotStarveTogether/save/adminlist.txt (Failure)[00:00:04]: OnLoadUserIdList: APP:Klei/DoNotStarveTogether/save/whitelist.txt (Failure)[00:00:04]: Offline user name: OU_76561198076083097[00:00:04]: SteamID: 76561198076083097[00:00:04]: THREAD - started 'GAClient' (5852)[00:00:04]: HttpClient::ClientThread::Main()[00:00:04]: cGame::InitializeOnMainThread[00:00:04]: WindowManager::Initialize[00:00:04]: CreateWindow: Requesting 1280,738 - 5/6/5 - -1/-1/-1 - 0[00:00:04]: THREAD - started 'GAClient' (6080)[00:00:04]: HttpClient::ClientThread::Main()[00:00:04]: CreateEGLContext: 12 configs found[00:00:04]: 0: 8/8/8 - 0/ 0/ 0 - 0[00:00:04]: 1: 8/8/8 - 0/16/ 0 - 0[00:00:04]: 2: 8/8/8 - 0/24/ 0 - 0[00:00:04]: 3: 8/8/8 - 0/24/ 8 - 0[00:00:04]: 4: 5/5/5 - 0/ 0/ 0 - 0[00:00:04]: 5: 5/5/5 - 0/16/ 0 - 0[00:00:04]: 6: 5/5/5 - 0/24/ 0 - 0[00:00:04]: 7: 5/5/5 - 0/24/ 8 - 0[00:00:04]: 8: 8/8/8 - 8/ 0/ 0 - 0[00:00:04]: 9: 8/8/8 - 8/16/ 0 - 0[00:00:04]: 10: 8/8/8 - 8/24/ 0 - 0[00:00:04]: 11: 8/8/8 - 8/24/ 8 - 0[00:00:04]: RestoreWindowPosition[00:00:04]: Saved Client Pos (0 x 22)[00:00:04]: Adjusted Window Pos (-8 x -8)[00:00:04]: EnsureWindowOnScreen[00:00:04]: All good.[00:00:04]: GLInfo[00:00:04]: ~~~~~~[00:00:04]: GL_VENDOR: Google Inc.[00:00:04]: GL_RENDERER: ANGLE (NVIDIA GeForce 9600M GT )[00:00:04]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)[00:00:04]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)[00:00:04]: OpenGL extensions (19, 19):[00:00:04]: GL_ANGLE_depth_texture[00:00:04]: GL_ANGLE_framebuffer_blit[00:00:04]: GL_ANGLE_framebuffer_multisample[00:00:04]: GL_ANGLE_instanced_arrays[00:00:04]: GL_ANGLE_pack_reverse_row_order[00:00:04]: GL_ANGLE_texture_compression_dxt3[00:00:04]: GL_ANGLE_texture_compression_dxt5[00:00:04]: GL_ANGLE_texture_usage[00:00:04]: GL_ANGLE_translated_shader_source[00:00:04]: GL_EXT_read_format_bgra[00:00:04]: GL_EXT_robustness[00:00:04]: GL_EXT_texture_compression_dxt1[00:00:04]: GL_EXT_texture_format_BGRA8888[00:00:04]: GL_EXT_texture_storage[00:00:04]: GL_OES_get_program_binary[00:00:04]: GL_OES_packed_depth_stencil[00:00:04]: GL_OES_rgb8_rgba8[00:00:04]: GL_OES_standard_derivatives[00:00:04]: GL_OES_texture_npot[00:00:04]: THREAD - started 'WindowsInputManager' (1436)[00:00:04]: GL_MAX_TEXTURE_SIZE = 8192[00:00:04]: GL_MAX_TEXTURE_IMAGE_UNITS = 16[00:00:04]: GL_MAX_RENDERBUFFER_SIZE = 8192[00:00:04]: GL_MAX_VIEWPORT_DIMS = 8192, 8192[00:00:04]: GL_MAX_VARYING_VECTORS = 10[00:00:04]: GL_MAX_VERTEX_ATTRIBS = 16[00:00:04]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254[00:00:04]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4[00:00:04]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221[00:00:04]: 4 compressed texture formats[00:00:04]: texture format 0x83f0[00:00:04]: texture format 0x83f1[00:00:04]: texture format 0x83f2[00:00:04]: texture format 0x83f3[00:00:04]: Renderer initialize: Okay[00:00:05]: AnimManager initialize: Okay[00:00:05]: Buffers initialize: Okay[00:00:05]: cDontStarveGame::DoGameSpecificInitialize()[00:00:05]: GameSpecific initialize: Okay[00:00:05]: cGame::StartPlaying[00:00:05]: LOADING LUA[00:00:05]: DoLuaFile scripts/main.lua[00:00:05]: DoLuaFile loading buffer scripts/main.lua[00:00:06]: scripts/main.lua(169,1) running main.lua [00:00:06]: loaded modindex [00:00:06]: ModIndex:GetModsToLoad inserting moddir, Solaire of Astora [00:00:06]: ModIndex: Detected bad load, disabling all mods. [00:00:07]: LOADING LUA SUCCESS[00:00:07]: PlayerDeaths loaded morgue 664 [00:00:07]: loaded profile [00:00:07]: bloom_enabled false [00:00:07]: loaded saveindex [00:00:07]: OnFilesLoaded() [00:00:07]: OnUpdatePurchaseStateComplete [00:00:08]: Load FE [00:00:09]: Load FE: done [00:00:09]: platform_motd table: 12715E88 [00:00:09]: SimLuaProxy::QueryServer()[00:00:09]: SimLuaProxy::QueryServer()[00:00:09]: SimLuaProxy::QueryServer()[00:00:09]: ModIndex: Load sequence finished successfully. [00:00:09]: Reset() returning[00:00:11]: platform_motd table: 0BDF6428 [00:00:13]: GetCachedUGCCount 0[00:00:13]: EnumerateUserSubscribedFiles(0)[00:00:13]: OnEnumerateUserSubscribedFilesResult [00:00:13]: EResult 1, results 8/8[00:00:13]: Enum complete. Found 8 mods.[00:00:13]: DeleteUnsubscribedFiles [../mods,false][00:00:13]: FindDirectoriesMatching [../mods/workshop-*][00:00:13]: GetPublishedFileDetails(0)[00:00:13]: Getting mod details...[00:00:14]: OnPublishedFileDetailsResult [00:00:14]: EResult 1, 367593872[00:00:14]: 245850, 322330, [No More Lag], 31855919639623960, 31855919629541281, 76561197989086421, 1420194784, 1420304448, 0, 0, [tweak,version:1.1.1], 228, [mod_publish_data_file.zip], 131519, 134229, [], 0[00:00:14]: GetPublishedFileDetails(1)[00:00:14]: Getting mod details...[00:00:14]: OnPublishedFileDetailsResult [00:00:14]: EResult 1, 468373577[00:00:14]: 245850, 322330, [Geralt], 436070488668362682, 436070488668363013, 76561198120152841, 1435172812, 1435767204, 0, 0, [all_clients_require_mod,character,item,reign of giants compatible,version:1.0.8], 228, [mod_publish_data_file.zip], 2211602, 238053, [], 0[00:00:14]: GetPublishedFileDetails(2)[00:00:14]: Getting mod details...[00:00:15]: OnPublishedFileDetailsResult [00:00:15]: EResult 1, 373991022[00:00:15]: 245850, 322330, [Global Player Icons], 543019017990774213, 539637611886990194, 76561197970349754, 1421061012, 1424608926, 0, 0, [interface,utility,tweak,version:1.14], 228, [mod_publish_data_file.zip], 393726, 390830, [], 0[00:00:15]: GetPublishedFileDetails(3)[00:00:15]: Getting mod details...[00:00:15]: OnPublishedFileDetailsResult [00:00:15]: EResult 1, 374550642[00:00:15]: 245850, 322330, [Increased Stack size], 543025989449322935, 543025989448782800, 76561197982211173, 1421166297, 1431017020, 0, 0, [utility,tweak,version:1.62,all_clients_require_mod], 228, [mod_publish_data_file.zip], 7981, 6463, [], 0[00:00:15]: GetPublishedFileDetails(4)[00:00:15]: Getting mod details...[00:00:16]: OnPublishedFileDetailsResult [00:00:16]: EResult 1, 458940297[00:00:16]: 245850, 322330, [Food Values - Item Tooltips (Server and Client)], 521637598942657276, 521637598935719916, 76561198029173411, 1433980137, 1434811608, 0, 0, [all_clients_require_mod,interface,version:2.5], 228, [mod_publish_data_file.zip], 242008, 81992, [], 0[00:00:16]: GetPublishedFileDetails(5)[00:00:16]: Getting mod details...[00:00:16]: OnPublishedFileDetailsResult [00:00:16]: EResult 1, 365119238[00:00:16]: 245850, 322330, [Smarter Crock Pot], 521637162497863345, 3281172720287038854, 76561198025317013, 1419881314, 1434095594, 0, 0, [client_only_mod,interface,reign of giants compatible,tweak,utility,version:3.21], 228, [mod_publish_data_file.zip], 62453, 30514, [], 0[00:00:16]: GetPublishedFileDetails(6)[00:00:16]: Getting mod details...[00:00:17]: OnPublishedFileDetailsResult [00:00:17]: EResult 1, 436128282[00:00:17]: 245850, 322330, [Solaire of Astora], 36371116272864837, 36370312396071810, 76561198003707212, 1430591849, 1431086877, 0, 0, [character,all_clients_require_mod,version:1.0.1ceriouslymk2], 228, [mod_publish_data_file.zip], 6285501, 11532, [], 0[00:00:17]: GetPublishedFileDetails(7)[00:00:17]: Getting mod details...[00:00:18]: OnPublishedFileDetailsResult [00:00:18]: EResult 1, 458364132[00:00:18]: 245850, 322330, [Extended Sample Character], 36373897949538349, 36373897949538772, 76561198171483067, 1433890878, 1433890878, 0, 0, [version:1.1.4,all_clients_require_mod], 228, [mod_publish_data_file.zip], 4359284, 10765, [], 0[00:00:18]: Mod listing complete.[00:00:18]: SteamWorkshop::CompleteCallback (success, Refreshing mods complete. Nothing new to download.) set[00:00:18]: SimLuaProxy::OnUpdateWorkshopModsComplete(ok., Refreshing mods complete. Nothing new to download.)[00:00:18]: Reloading Mod Info Prefabs [00:00:18]: Loading Mod Info Prefabs [00:00:18]: Unloading Mod Info Prefabs [00:00:18]: QueryStats: { "req":"modrank", "field":"Session.Loads.Mods.list", "fieldop":"unwind", "linkpref":"external", "limit": 20}[00:00:19]: ### OnStatsQueried ### [00:00:19]: {"modlinks":{"ws-Wormhole Marks [DST]":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=362175979","ws-Smarter Crock Pot":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=365119238","ws-Increased Stack size":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=374550642","ws-DST Where's My Beefalo?":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=347360448","ws-DST Storm Cellar":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=382177939","ws-Global Player Icons":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=373991022","ws-Health Info":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=375859599","ws-Personal Chesters":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=463740026","ws-Always On Status":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=376333686","ws-Minimap HUD":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=345692228","ws-Wall Gates [DST]":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=357875628","ws-Display Food Values":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=347079953","ws-Deluxe Campfires 2.11":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=444235588","ws-DST Advanced Farming":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=370373189","ws-Fast Travel":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=458587300","ws-Food Values - Item Tooltips (Server and Client)":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=458940297","ws-Gesture Wheel":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=352373173","ws-Global Positions":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=378160973","ws-Large Chest":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=396026892","ws-Extra Equip Slots":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=375850593"},"modfeature":{"ws-Global Player Icons":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=373991022"},"modnames":["ws-Global Player Icons","ws-Always On Status","ws-Minimap HUD","ws-Extra Equip Slots","ws-Health Info","ws-Display Food Values","ws-Smarter Crock Pot","ws-Wormhole Marks [DST]","ws-Global Positions","ws-DST Storm Cellar","ws-Increased Stack size","ws-DST Where's My Beefalo?","ws-Food Values - Item Tooltips (Server and Client)","ws-Large Chest","ws-Deluxe Campfires 2.11","ws-Personal Chesters","ws-Wall Gates [DST]","ws-Gesture Wheel","ws-Fast Travel","ws-DST Advanced Farming"]} [00:00:19]: [00:00:19]: true [00:00:19]: 200 [00:00:22]: Unloading Mod Info Prefabs [00:00:22]: Collecting garbage...[00:00:22]: lua_gc took 0.01 seconds[00:00:22]: ~NetworkLuaProxy()[00:00:22]: ~SimLuaProxy()[00:00:22]: lua_close took 0.03 seconds[00:00:22]: ReleaseAll[00:00:22]: ReleaseAll Finished[00:00:22]: cGame::StartPlaying[00:00:22]: LOADING LUA[00:00:22]: DoLuaFile scripts/main.lua[00:00:22]: DoLuaFile loading buffer scripts/main.lua[00:00:22]: scripts/main.lua(169,1) running main.lua [00:00:22]: loaded modindex [00:00:22]: ModIndex: Beginning normal load sequence. [00:00:22]: ModIndex:GetModsToLoad inserting moddir, Solaire of Astora [00:00:22]: Could not load mod_config_data/modconfiguration_Solaire of Astora [00:00:22]: Loading mod: Solaire of Astora (solaire of Astora) Version:1 [00:00:22]: Mod: Solaire of Astora (solaire of Astora) Loading modworldgenmain.lua [00:00:22]: Mod: Solaire of Astora (solaire of Astora) Mod had no modworldgenmain.lua. Skipping. [00:00:22]: Mod: Solaire of Astora (solaire of Astora) Loading modmain.lua [00:00:22]: Mod: Solaire of Astora (solaire of Astora) Error loading mod![string "../mods/Solaire of Astora/modmain.lua"]:37: attempt to index field 'NAME' (a nil value)LUA ERROR stack traceback: ../mods/Solaire of Astora/modmain.lua(37,1) in main chunk =[C] in function 'xpcall' scripts/util.lua(560,1) in function 'RunInEnvironment' scripts/mods.lua(382,1) in function 'InitializeModMain' scripts/mods.lua(363,1) in function 'LoadMods' scripts/main.lua(248,1) in function 'ModSafeStartup' scripts/main.lua(296,1) =[C] in function 'SetPersistentString' scripts/mainfunctions.lua(25,1) in function 'SavePersistentString' scripts/modindex.lua(78,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(65,1) in function 'BeginStartupSequence' scripts/main.lua(295,1) in function 'callback' scripts/modindex.lua(474,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(451,1) in function 'Load' scripts/main.lua(294,1) in main chunk [00:00:22]: [string "../mods/Solaire of Astora/modmain.lua"]:37: attempt to index field 'NAME' (a nil value)LUA ERROR stack traceback: ../mods/Solaire of Astora/modmain.lua(37,1) in main chunk =[C] in function 'xpcall' scripts/util.lua(560,1) in function 'RunInEnvironment' scripts/mods.lua(382,1) in function 'InitializeModMain' scripts/mods.lua(363,1) in function 'LoadMods' scripts/main.lua(248,1) in function 'ModSafeStartup' scripts/main.lua(296,1) =[C] in function 'SetPersistentString' scripts/mainfunctions.lua(25,1) in function 'SavePersistentString' scripts/modindex.lua(78,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(65,1) in function 'BeginStartupSequence' scripts/main.lua(295,1) in function 'callback' scripts/modindex.lua(474,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(451,1) in function 'Load' scripts/main.lua(294,1) in main chunk[00:00:22]: Error error! We tried displaying an error but TheFrontEnd isn't ready yet... [00:00:22]: LOADING LUA SUCCESS[00:00:23]: PlayerDeaths loaded morgue 664 [00:00:23]: loaded profile [00:00:23]: bloom_enabled false [00:00:23]: loaded saveindex [00:00:23]: OnFilesLoaded() [00:00:23]: OnUpdatePurchaseStateComplete [00:00:23]: Unload BE [00:00:23]: Unload BE done [00:00:24]: Mod: Solaire of Astora (solaire of Astora) Registering prefabs [00:00:24]: Mod: Solaire of Astora (solaire of Astora) Registering prefab file: prefabs/solaire [00:00:24]: Mod: Solaire of Astora (solaire of Astora) solaire [00:00:24]: Mod: Solaire of Astora (solaire of Astora) Registering prefab file: prefabs/estus [00:00:24]: Mod: Solaire of Astora (solaire of Astora) estus [00:00:24]: Mod: Solaire of Astora (solaire of Astora) Registering default mod prefab [00:00:24]: Could not load texture ../mods/Solaire of Astora/images/inventoryimages/solaire.tex[00:00:24]: Break at: c:\jenkins\workspace\jobs\DontStarveTogether_Release_Windows_MakeSteamPackage\workspace\source\util/resourcemanager.h(142) :
  21. I asked a similar question way back, but I can't find the topic from my profile. So here's my situation. I'm working on fiddling around with a variation of the component kramped.lua. I want to change its purpose from causing events when things are KILLED to causing events when things are CRAFTED or PROTOTYPED. So I noticed this code: self.inst:ListenForEvent( "killed", function(inst,data) self:onkilledother(data.victim) end )and this code: function Danger:onkilledother(victim) --assigns value based on victim, learn to assign value based on item crafted if victim.prefab == "pigman" then if not victim.components.werebeast or not victim.components.werebeast:IsInWereState() then self:OnNaughtyAction(3) end elseif victim.prefab == "babybeefalo" then self:OnNaughtyAction(6) elseif victim.prefab == "teenbird" then self:OnNaughtyAction(2) elseif victim.prefab == "smallbird" then self:OnNaughtyAction(6) elseif victim.prefab == "beefalo" then self:OnNaughtyAction(4) elseif victim.prefab == "crow" then self:OnNaughtyAction(1) elseif victim.prefab == "robin" then self:OnNaughtyAction(2) elseif victim.prefab == "robin_winter" then self:OnNaughtyAction(2) elseif victim.prefab == "butterfly" then self:OnNaughtyAction(1) elseif victim.prefab == "rabbit" then self:OnNaughtyAction(1) elseif victim.prefab == "tallbird" then self:OnNaughtyAction(2) elseif victim.prefab == "bunnyman" then self:OnNaughtyAction(3) elseif victim.prefab == "penguin" then self:OnNaughtyAction(2) end endendSo I've managed to figure out how to set up the functions for various things being crafted or prototyped, but I don't know what event to "listen" for and what data that event contains(item crafted?). Any tips?
  22. 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
  23. I've been working on an Alice in Wonderland character and I would like to make mushrooms have different effects for her. I'd like blue caps to make her glow, green to speed her up and red to increase strength all for limited times. How should I go about this? Would it be easier to have her craft the mushrooms into an entirely new edible item? This is my first character mod sorry if this question seems silly.