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Don't Starve Together

Found 146 results

  1. I've been trying to figure out this problem for a while but due to *cough* lack of programming skill *cough* I've had issues. Basically i want my character to have night vision so I've basically took the night vision code from Woodie and put it on my character but added a bit so it fits what i want it to do. This is the night vision code (Not the entire script): local MONSTERVISION_COLOURCUBES ={ day = "images/colour_cubes/beaver_vision_cc.tex", dusk = "images/colour_cubes/beaver_vision_cc.tex", night = "images/colour_cubes/beaver_vision_cc.tex", full_moon = "images/colour_cubes/beaver_vision_cc.tex",}local function NightVision(inst)if not TheWorld.ismastersim then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(MONSTERVISION_COLOURCUBES)endendlocal function NightVision2(inst)if not TheWorld.ismastersim then inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) endendinst:WatchWorldState("startnight", NightVision)inst:WatchWorldState("startday", NightVision2)The code seems to work fine but according to a friend I've messed up the porting of my mod to DST as whenever my character comes into vision of another player on a dedicated server, it crashes with this error: "[00:05:09]: [string "scripts/components/playervision.lua"]:43: attempt to index field 'inventory' (a nil value)" I just don't know what to do sadly and i was wondering if someone could help me?
  2. Hi guys! I'm back to be annoying again. So I made a Dutch translation for the original Don't Starve 2 years ago, and updated that recently for RoG. Now I wanted to translate Don't Starve Together as well, as some have asked me to. I opened poedit, got the strings.pot from \steamapps\common\Don't Starve Together\data\scripts\languages and made the translation. Immediately I noticed that there were only 60 or so new strings which I found rather little. I updated the modinfo and modmain based on the French translation for DST, then uploaded it through Don't Starve Mod tools. Now I have no idea what I'm missing, but literally nothing in the translation works. Obviously I haven't even found the strings for multiplayer stuff like 'logging in' and 'server', but even those that should've been translated are still in English when the mod is enabled. I'm just a translator and a complete noob when it comes to modding, so can anyone be so kind as to tell me what to do and where to find the new strings? See attrached files for my translation info. Edit: I took the French file from the Steam Workshop and just edited that file so I would have all the strings, but the problem of it not working in-game still applies. Edit2: Nedermind, it randomly works now for no apparent reason. Can close topic. modinfo.lua modmain.lua
  3. This might be long depending the answer, but I was wondering if was possible to make it so that when nothing is equipped in the hands slot, you can fire a projectile similar to the fire staffs?
  4. Just when I think my issues are at there limits.. I messed up on the character artwork. I got most of the facial features done, legs, feet. It's the headbase and headbase hat parts. She has long hair, which doesn't seem to want to show up..at all without oddness. Is it possible just not use the headbase hat folders at all? Just let her unable to equip hats? Is there a code perk that makes a character unable to equip any headgear? I want the front view & the back view to have the long hair like she has on the side. The first screenshot is the older model of her, the hair clips through. Second is the edited model with without the long hair clip, and I took away the long hair & going to get rid of the hair folder, which contains the ears, Since i'll just have the ears stick to her head. Any help would be lovely!
  5. Greetings All, I humbly present you my first mod project, currently in development, called "Better Hunting". I already have a prototype working . I would very much appreciate any feedback, ideas and criticism on anything, I´d love to hear what the community thinks and wishes. On this post I will place a summary, but the full design document with all the number crunching is on the following google spreadsheet: Thanks in advance! I hope you like the ideas. -- brain Better Hunting - Design Phase What this mod does: When you investigate a Suspicious Dirt Pile, you will track and find other creatures, not just the Koalefant. Currently, 17 different new encounters are planned. Objectives: Add variety without making the game easier or harder. Add amusing behaviors / interactions on most of the new creatures. Most encounters should be killable by a single player. Some encounters could be easily dealt in a group Preserve as much as possible the original Koalefant function as Meat and Breezy Vest source. Use as much as possible of the original game graphics / animations. RoG and DST compatibility Sources of Variety: New encounters / creatures / animals / enemies in unusual sizes, with different stats, in strange places, with different behaviors. A large number of them in spawn table will make any single one quite rare, thus maintaining replayability value. Certain types of mobs will spawn in biomes where you don´t see them usually, and things might interact in unusual ways. Season-sensitivity when possible and applicable will make hunting experience different along the game year. Some encounters will drop items that are not food. Some encounters will drop rare and sought-after items, with very low chance. Details (light spoilers) Naming, size and prefab choice (light spoilers) First, the basic Koalefant spawn chance was established. All other creatures will spawn only when a Koalefant is not chosen. Since Winter Koalefant is the only source of the Breezy Vest, a decision was made to establish that Koalefants prefer cold-weather. Thus, on Winter 66% of all tracks will be Koalefant tracks, 0% on summer, 33% on the other seasons. Each mob on the spawn table received a relative weight. The remaining spawn probability for that season is split between mobs with a simple weighted average. Each mob was then evaluated to be removed from the table on a specific season, if it fits their style. Weights were tweaked to make Summer the best hunting season for loot / bosses. Winter will be the Koalefant hunting season. Food is more varied on Spring. Prime bosses hunting season in Summer provides a tradeoff for the player to decide: risk the heat? Some encounters were made to to be very rare and unusual. (of course assuming the player didn´t read all these spoilers) Combat balancing (light spoilers) In Excel I plotted the hunger replenishment value of eating cooked meat or making meatballs with all the meats dropped by all mobs in all encounters. Honey nuggets was assumed the recipe used for honey, bacon and eggs for eggs . Butterfly wings was ignored. Trunks were ignored because I assume they will be used to craft items. Afterwards I compared the new creatures drops averaged over their spawning probability along the year to reach the average food-creating capacity that the animal tracks mechanics provide. Some food drops were then increased to provide a less unbalanced food experience. In comparison with the vanilla model, Better Hunting will provide 30% less hunger replenishment if you eat cooked food. If using a crockpot for meatballs, the loss is 20% in average. During winter, just 8% less food. The less food drops balances out the other item drops. This effect is because some encounters won´t provide food or will provide less food than the usual 100% Koalefant 8-meat + trunk all the time. One encounter has vegetarian drops, so meat-only characters experience a very slight advantage. The less-food effect won´t happen on the first season of the game by default, because encounters that don´t drop food will be disabled in the first season. (configurable) Game Start / Difficulty Balancing (light spoilers) Koalefant Goliath Frog Queen Bee Aged Beefalo Orphan Smallbirds (1-8) Really Fat Gobbler Distracted Krampus Emperor Pengull Elite Clockwork Knight Elite Clockwork Bishop Walrus Scout Abandoned Mosling Mother Catcoon Angry Goat Varg Infant Deerclops Teen Moose Baby Bearger Item Balancing ( HEAVY SPOILERS ) High-sought encounters are: Walrus Scout, Distracted Krampus, the 2 clockwork bosses that drop one Ancient item, the 3 mini-giants with chance to drop giant items. Average probability of finding one such encounter is 23,8% On summer is: 48,4% On winter: 12,7% Chance of getting a Krampus Sack: 2,38% or 1 in every 42 animals tracked Chance of getting a Walrus Tusk 2,06% or 1 in every 48 animals tracked Chance of getting a specific Ancient Item 0,7% or 1 in every 134 animals tracked. And you have to kill the mini-bosses. And don´t share the loot (DST) Chance of getting any Ancient Item 7,5% or 1 in every 13 animals tracked. But you have to kill it and loot it. If you get help it is only 1 drop for all friends Food supply from tracks will be reduced by 26,8% overall Food supply from tracks will be reduced by 8,1% on Winter Food supply from tracks will be reduced by 55,5% on Summer Current Issues Scaling up the creatures produces slighty poorer graphic quality. No artist to produce mod icon.
  6. First off, I get that change is good and the werebeaver, in technical terms, is pretty over powered. But I simply wished to speak of all the new things and changes in case any were unaware. So I begin. Okay so I've been playing around with Woodie for a little while. Testing things here and there, and playing around with functions to see how things worked. Normal nerdy stuff. Anyways, testing out the new werebeaver mechanics I noticed something. Or would it be a lack of something? I'm unsure how you would word that...But, I digress. The beaver seems to be acting like Woodie with night vision and a hunger for only wood.(and possibly if he was wearing rabbit muffs but that's beside the point) Now I am unsure if this was intentional or if it's still being worked out. Damage is still taken the same. Unlike before when you could take a hit and about 80% would be taken. You can still freeze your tushy off or overheat. Weather WILL affect you. So I am asking, is this intentional change, or something being worked on? I am highly curious, because with the sanity draining that fast I know you'd go crazy before you freeze but the beaver is now technically affected by weather. If damage is being reworked I'd almost suggest maybe doing what was done before. Have the log meter tank most of the damage and whatever's left can be applied to health. The only thing he has going for him right now is his night vision, speed boost, and needing to only eat wood. Sanity drain is going to be a doozy as the tick is -1or-2/sec Good thing the tree planting sanity boost was added or you'd most likely be a goner. It's a +5/plant so it's semi decent. Honestly I'd suggest getting as much sanity boost as you can early game and shoving it all in a backpack, avoiding battle on the first moon. Actually the full moon brings up a point. Be Careful! Your log meter will initially go down to 25(the change point) And immediately begin draining at about -1or-2/sec If you have a forest nearby you can turn back pretty quickly and actually wander about the rest of the full moon uninhibited. Odd, but useful.(And I suggest doing that fast if you want to fight anything because fighting is not your strong suit) And no, you need not eat all of the wood. Some, if you wish to speed up the process, but it's not needed now. Similar to how chopping wood drains the log meter, gnawing wood raises it(by about 1 or 2 each hit)...Which I suppose in technical terms makes sense but game play wise, it's tad confusing. You're being taught one thing at the start, so you expect it to play through. But, it's not a horribly big deal. And remember where I said fighting is not your strong suit. Take that to mind before doing anything beavery. You cannot wear any sort of armor, at all. (Nor clothing, aside from a backpack)You have no natural defense so any damage a mob does normally is immediately getting kicked from your health bar. (Giants will wreck you, bud)You can, and will, die...a lot. (Unless you are able to turn back quickly)Your damage is a low 27. (You are metaphorically, and literally, attacking things with an axe, without armor) NOT RECOMMENDED! -Rhodey
  7. This is for a Waverly mod I'm making. It needs to be able to craft Wickerbottom's books, and must make all neutral and hostile, or other, mobs to attack her on sight. Thanks in advance. ~Union
  8. Hey there! long time no modding- I need some help, so I'm currently porting my regular don't starve character into dst but i've run across one big issue. I have coded my character correctly and everything was ready to go, till I stumbled upon an issue; when you die after transforming the characters ghost will not appear. upon searching around I found some similar issues but I cannot see how to fix this occurrence on my own. I would be very ecstatic if someone could help me finish this off and tell me why this is happening in the first place. I understand that the files are critically mismatching but why? i've looked at wolfgang and I can't seem to grasp how his works and how I can fix mine with his coding. i've attached a screenshot of the issue and the prefab.lua that I have been working on. rena.lua
  9. Why must you do this to us?! Was the smallbird not enough???! Now you torment us with this adorable sluggy, glowing, hot, burnt thingy eating, chirping demon of cuteness!?! I approve.
  10. Warning y'all now, I swear a fair amount. That being said, I'd definitely recommend you give my vids a go. I'll be using this thread to post various highlights/videos/arts of any nasty player encounters I have. Hope you enjoy! If you do, follow this topic and it'll give you a notification whenever posts are made in the thread/ the OP is updated with more stuff! EDIT 1: Here's a little bit of fan art regarding the above video, done by the wonderful Spritzzie! I stream daily at twitch.tv/flare2v if you want more. Thanks for droppin' by!
  11. Okay so, I've only made one character so far, which was Walnut the opossum. She's gotten quite some love over steam since release, and it has inspired me to make more. The current character of the hour: Things I need help with: Losing health in the rain, but not if they're wearing things that should keep them dry [x] Possibly having ONLY ITS TAIL glow [x] Make it not freeze in the winter [x] Possible fire damage if not holding weapon [x] I know the health loss and the freezing wouldn't be too hard but I'm not familiar enough to just know how to code it. I did try editing some of the code I knew and while it wasn't game breaking, Charmander never lost health in the rain. I also tried looking into WX's code but it didn't do anything. I know how to make light on the character, like the character glowing or having nightvision, but I'm not sure if it's entirely possible for them to only glow in one spot? If you could help, I'd really appreciate it!
  12. Here is the error I encountered today. Note that YESTERDAY (!?) everything was working just fine. None of the files or codes have been changed. Just... suddenly an error came. Seems to be about these in the modmain: if not GLOBAL.TheNet:IsDedicated() then local OldIsRecipeValid = GLOBAL.IsRecipeValid local function IsRecipeValid(recipe) return OldIsRecipeValid(recipe) and ((GLOBAL.ThePlayer and GLOBAL.ThePlayer:HasTag(recipe.name.."_builder")) or not recipe.tagneeded) end GLOBAL.IsRecipeValid = IsRecipeValidend Error from the log: [string "../mods/workshop-389385830/modmain.lua"]:75: variable 'IsRecipeValid' is not declaredLUA ERROR stack traceback: In character I have tag of "something_builder". So the purpouse is to not let other people obtain this recipe (unless thet play the same character of course). So... Question is:Why it just stopped working if it was working just fine?How to fix it and how to avoid it in future?
  13. Since everything seems to work fine let me introduce: Wakkari the Red Fox and Wayrra the Arctic Fox for DST Wakkari is a member of south fox tribe from far away lands. One feral day he get's dragged to Maxwell's world, during tribal event - Festival of Ancient Spirits, together with Wayrra the Arctic Fox of northern tribe. WAKKARI HP: 200, Hunger: 150, Sanity: 170 *Runs a bit faster *Can eat monster meat and spoiled meat *Can build up hound mound (which can be disadvatage is used uncarefully) *Eats only meat *Beefalo's hates him (probably for eating them...) WAYRRA HP: 140, Hunger: 150, Sanity: 210 *Freezes slower during winter *Can eat monster meat and spoiled meat *Can build create Sanity Orb, which increases sanity for fixed period of time *Eats only meat *Beefalos hate her *Has her own weapon - Orb Staff *Loves spiders... for dinner (gains a tiny amount of sanity by killing them) __________________________________ Note: both Wakkari and Wayrra arts are my own creations, not based on any other art/cartoons/books/movies etc. Since there have been few questions - I would like to NOT see their art beeing used for different character mods here, mainly because they are part of bigger projects, not related with Don't Starve game series. Thank you for understanding and for all those positiveness they got from you yet! Enjoy ____________________________ LINKS you might like: Wayrra the Arctic Fox DS,ROG: http://forums.kleien...the-arctic-fox/ Wakkari the Red Fox DS,ROG: http://forums.kleien...ri-the-red-fox/ Wayrra the Arctic Fox DST: http://forums.kleien...arctic-fox-dst/ Wakkari the Red Fox DST: http://forums.kleien...he-red-fox-dst/
  14. HELP NEEDED FOR CODING ! I need fellow programmers to help me solve various issues with the mod in DST... The major problems are in the list at the end of this post. If anyone is willing to help, please contact me ! Official Wilburn mod page for Don't Starve. Last version is 0.9.5. No more crashes in DST. *** *Download it here for DST* Last DST version is 0.9.1. (Not ready) Wilburn The young Heir for Don't Starve Together *Is used to a much easier life*Will rule everything*Hates ruling nothing
  15. How would I make it so that my character has access to the magic tab by default?
  16. hello. i am new to DST modding and tried to make a character but got a vast majority of errors, after looking in log.txt 9000( or over ) times i got an error i could not fix, any help appreciated. pleeeeease don't use the art, i do not see why you would want to as it is bucket tool on paint.net over wilsons art but whatever. log.txt Michaelh.zip
  17. So... Acquire an old bell secretly. Acquire a mole secretly. Place old bell in a base... behind a chest or structure... not in it... but behind something... hide it from plain sight... Wait for everyone to leave... or make them an audience... Place mole near the old bell... Go as far as you can away from the base... say that you're going to gather resources... Wait for the sound of destruction...Innocence... blame the mole...
  18. The Tallbird Mod for Don't Starve Together This mod allows you to configure the number of days until your tallbird eggs hatch, baby tallbirds grow up to teen birds and teen birds grow up to adults. You can also choose to have your adult reared tallbirds not become immediately hostile towards you. Upon request and with the help of the master, the mod can now also allow you to craft nests! Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=381004387 If you have any suggestions or comments, please feel free to leave them here or on Steam <3 *edit* I am still finishing cleaning up some things before actually uploading the nest-crafting version; I just wanted a Klei link available to use in modinfo beforehand so it's easier to Subscribe and Unsubscribe through the in-game menu
  19. Hey, I have uploaded a mod on the workshop and it works just fine. But for one of my friends, the game crashes when he's about to choose the character. The log.txt says something like this: Any idea what may cause this issue for some players, but works perfectly fine for the majority? Thanks in advance. Best regards
  20. Note: These groups require all 3 games + the DST DLC. If you choose not to get Castle Crashers, but have Don't Starve Together (which, as you know, is not released), that is fine. http://steamcommunity.com/groups/CCANDDST# http://steamcommunity.com/groups/bbtheads
  21. Will multiplayer only be for steam? I can't get a steam,but I would really love to play DST. Please don't let it only be on steam. I REALLY WANT TO PLAY IT!