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Don't Starve Together

Found 148 results

  1. Version 0.4.0

    27 downloads

    OmniKey A Don't Starve Together Mod. Add keybindings to use with tools, weapons, armor and much more. Usage Keybindings can be changed in the configuration: Default Key Function G Equip best weapon by damage C Equip best armor V Equip best helmet 1 Equip best axe 2 Equip best pickaxe 3 Equip best shovel 4 Equip best scythe, requires scythes mod H Use best healing item J Eat food Also when unequiping the hand slot using the keybindings it automatically equips a cane if available Installing Download latest release from github
  2. So you want to implement a voice for your character mod or import sounds for your items? Then let’s get started, this tutorial was created on the bases of the old tutorial back in 2013 but with don’t starve together coming around it wasn’t really updated to say the least. So this guide will more or less will be an update compared to the previous guide and hopefully be re-edited when an update gives us something new. Before we start a few tools are needed to follow this guide: What’s needed: · Don’t starve mod tools in steam (for FMOD Designer) · Notepad++ or some other coding api · Audacity (for this tutorial, you can use FMOD studio or some other audio editing program but it’s your job to know how to use it) · VLC media player (a converter from non mp3 to mp3 for audacity) · Some experience with dealing with sound files (mainly editing). · Highly recommended to view the getting stared: guides, tutorials and examples. Especially if you’re new to modding as this guide will require basic coding knowledge and patience. · Your own sound files for voice implementation/item sounds. Universally mp3 is used which is fine just one more conversion. · A sort of tool box from the last bullet in links. · Moderate modding experience for sounds on items as you’ll need to make decisions and this is where the files act more like a toolbox. Links: · https://notepad-plus-plus.org/ · https://www.audacityteam.org/download/ · https://www.videolan.org/vlc/ · https://forums.kleientertainment.com/topic/28021-getting-started-guides-tutorials-and-examples/ · Where it originated from: http://forums.kleientertainment.com/topic/27803-tutorial-adding-custom-sound-to-your-custom-character/ · https://forums.kleientertainment.com/files/file/1829-character-custom-voice-tutorial-and-custom-item-sounds/ Important numbers (all values come from wilson’s voice files): · A character’s talk voice will last on average 2 seconds, max 2.5 seconds. I don’t know how to extend the duration just saying it now. Recommended amount 7 sound files. · Emote voice averages 1.4 second. Recommended amount 1 sound file. · A yawn average 1 second. Recommended amount 1 sound file. · A hurt sound .5 second. Recommended amount 3 sound files. · A ghost sound 1 second average, 1.5 seconds max. Recommended amount 7 sound files. · A death voice 1.75 seconds. Recommended amount 1 sound file. · A pose 1.8 seconds. Recommended amount 1 sound file. A carol 13 seconds. Recommended amount 1 sound file. · A eye rub (also called sleepy emote) 0.6 seconds. Recommended amount 1 sound file. A sinking 2.8 seconds. Recommended amount 1 sound file · For a items it’s about 45 seconds max. Video: Character voice (if you have trouble know what to click refer to the pictures, green boxes = point of interest, yellow boxes = important sections): 1. Open the modmain and the first 20 lines should have all the lines of code for your character mod’s voice just replace all “characterprefab” with well your character’s name. If you’re doing don't starve only voice mod you can ignore lines 12-18 unless you plan to make it both don’t starve together and don’t starve compatible in the future. 2. Next open the characterprefab file under scripts-prefabs there will be only be a single line to put into your character lua file. Line 3 is for dst, while line 7 is for don't starve but the note above should be taken into consideration. 3. Alright disclaimer I don’t make custom music so you should have your own source of sounds to implement, most of my voices come from songs from the games I adapt my mods from. That out of the way open up audacity and vlc media player while you’re at it. If you already have your mp3’s ready go down to the next step, or if you have your .wav go to step 5. If you drag your sound file into audacity and get a window pop up then there’s a chance your file won’t come out as good as it should, then that’s why we have vlc media player open. Go to media-convert/save…-file-add…- and find your sound file in your computer. Select convert/save (not the drop down arrow) and a new window will open. Select the drop down arrow next to profile and find audio – MP3, next click browse to put your mp3 sound file, preferably a folder you won’t delete later and rename it to your meaningful name like character_talk1 and such (the name won’t matter). Then click start, if you have more files to convert this will become repetitive real quick as you don’t get all files you added converted in one go. So go back to the window where you add files, remove the top file you converted and keep going till you have all your mp3s set. 4. Note: I’m not much of a sound/signals kind of guy so the next part will only mention bare bones basic options. Now with audacity drag your mp3 onto the grey area and two wavelengths will appear. Here you can edit your sound files by shrinking them, increase the gain by some # dB (units: decibels comes from signals classes), and importantly convert mp3 to wav files. Go down to “Basics and Tips for audacity” and read up on your controls and along that read up on “Important numbers”. If you’re a music/signals kind of person you can use the effect on your menu bar and use fade out on your last milliseconds (by holding click and highlighting the wavelength) of your sounds to avoid the sudden silence at the end of your character’s speech. For beginners you can do an alternative fade out in the next step when I mention optional. When you think you get the right sounds with the right length go to file-export-export as wav- go to where you put all your sound files and save. 5. Let’s open up the characterprefab.fdp in the sound folder with fmod designer and check a few things. You can find fmod designer with directory: C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\FMOD_Designer once you get there use the application: fmod_designer (I’m saying this cause window 8 and above usually don’t know how to open applications any more, what happen to window 7 knowing what application was right for the job???). Alright once open you should go to events and from there open characters-characterprefab if it isn’t open, and click on the events (hurt,death_voice, etc) and go one by one to check for the following settings in the property-value table that’s on the far right hand side. Mode: 3d, 3D Rolloff: Linear, 3D Max Distance: 50. What does this do? We’ll it’s a common error in most mods that you can hear the character’s voice all throughout the world when they speak, with these options it’ll limit it to the maximum zoom out for your in-game camera. Optional (Recommended for beginners): set Fade out time: 150 to match the original’s character’s voice fading when their done speaking. Also it doesn’t sound good when your character’s voice goes dead silence in less than 0 seconds (or sounds that way). 6. After you check that property-value table then let’s start renaming the characterprefab with your character’s name. Click characterprefab, from there look at the property-value table on the right hand side and there should be the option: name, user properties, notes. On name replace characterprefab with your character’s name. Alright once that’s done we got another characterprefab to rename, go to the banks and on the left hand side click characterprefab and look at the far right where the property-value table comes up again. Go to name and rename it to your character’s name, no other options shouldn’t need to be edited unless you know what you’re doing. 7. Once that’s done I’ll say it now: IMPORTANT: Where you keep your sound files is where fmod designer will go to when you build the files, so places all the sound files in one place preferably somewhere you won’t mind them staying and won’t delete them. If you decide to re-edit the files in the future or the files didn’t come out the way to wanted and you delete them/move them, then you’ll have to either: put back the sound files where they were or redo the next step so cluttered desktops beware! 8. Go back to events and click on an event (hurt, yawn, pose, talk_LP, etc), in the center of the window there will be a box titled playlist with rand and sound subtitles there you’ll drag your respective sound files into there. Like your three hurt sounds inside hurt, your seven talk sounds inside talk_LP, and so forth. Optional: You’re free to right click a wav sound and set percentage, to give the chance that sound will play, plus use lock percentage if needed but unlock them when you’re done. Once you filled the events with your wav files (if you used mp3 or another format the game won’t recognize it) press control+B and select the bank with your character’s name on it (aka check the checkbox) and click build and rebuild. If it fails there’s a chance you put a non-wav format file or a wav file is missing. Otherwise if successful it’ll say build took *some sort of time, probably less than a few seconds*. After that’s done keep your fdp file around in case you mess up or need to do re-editing, otherwise cut the fev and fsb files in the sound folder and put it into your mod. You should create a folder named sound in the main directory of your mod and put the fev and fsb files in there. After that that’s all the mod needs and test it out. 9. If you don’t like the way they came out delete the bak file(if it exists), fev, and fsb and re-edit the sound file in audacity and redo step 8 till you’re happy with the way your character sounds. Items sounds (refer to the pictures above if your lost, yellow boxes = important sections, green boxes = points of interest): Note this section is meant for experienced modders as I briefly cover things that weren’t done in the character voice section. If you know how to put a voice for a character then this section is mainly the same and you’ll use the files like a tool box and use some of the lines you need and don’t use the ones you don’t need (like a restaurant menu, “omg there’s a lot of food!” waiter: “yeah just get the things you want, you don’t have to order it all”). If you want to start here just skim through steps 5 through 8 to get some idea of fmod designer otherwise I’ll briefly summarize. 1. Let’s go to sounds-structureprefab.fdp, this file can be molded into whatever you like (weapon sounds, food sounds, armor sounds etc.) but lets go through some small details. Go to events, expand the folder named structure (if it isn’t expanded already) and click event1, under the playback options (next to playlist) the repeating loop has been selected to repeat a single sound indefinitely. You can select oneshot for it to play only once, scrolling down to the very bottom allows you to play the playlist at random, sequential (one after the other) or shuffle, you can also click allow repetition if you desire. Next look at the far right where it has the property-value table and see the following: mode:3d, 3D Rolloff: linear, 3D max distance: 50, and fade out time: 0. The first 2 mention is just setup, the max distance is your main focus, at 50 is about the radius that sound can be heard which is about how far you can zoom out your camera in-game. You can change it to your desired range, the fade out time is the time your sound starts to fade out (again doesn’t sound good when your item goes dead silent in 0 seconds), but if you’re doing repeating loop it probably won’t be needed just pointing it out. The other events are set to oneshot, but if you need more than 3 events then go to the structure folder on your left hand side, right click the folder and click add simple event and give it a name (don’t worry about the template option) once that happens redo the property on that event (mode,3D rolloff, etc.) and set it up to the previously mentioned or your sound will be heard worldwide in the game. 2. Go to banks and select the folder structureprefab, there the property-value table will pop up again change the name as you wish. Notice in the center is where your filename (assuming you put it into the events playlist) with the directory of where it’s getting the sound file from, this should be noted if you comeback to re-edit it or make a mistake. The fmod designer will look at the same place to build the files and if you miss place it… well another headache will approach. So keep the folder somewhere it won’t bother you and you won’t mind it being there. 3. Now then if your not working on structures, then go back to events and click the structure folder and change the name under the value table to whatever you like (if you haven’t already done it). Same goes for the events click it go to the property and value table and rename it. Go to the banks and click the folder and rename it. After that’s done go to the menu bar click file-save project as and rename your fdp file to whatever you’re working with. Save and click control+B, the build project will pop up and your renamed bank should be there and click the check box. The click build and rebuild and your done with fmod designer. 4. Back to the file directory click on modmain, all you need is the assets on the bottom rename the structureprefab to your fsb and fev files (it should be the same as your fdp). And that’s all you need for your modmain, no remaping or extra code just cut it and put it to you modmain in your mod. 5. Now go to scripts-prefabs and open up the prefab you’re working with, is it a armor? A structure? Or a weapon? Well open the one you need and there is your restaurant menu with few default sounds used commonly in those files. Its recommended to read the weaponprefab for one of the notes, otherwise notes have been added to tell more or less what it is. And that’s it for the most part. Basics and Tips for audacity: 1. Your play back options and a record option if you have a microphone (it’s not needed for this guide just letting you know) 2. Your play back level or volume, all you need to know is that you want to avoid getting high levels of volume indicated by the color system (green for acceptable, yellow for warning, and red for high feedback). So it’s recommended to stay in the green instead of blowing out your ears or more importantly other people's ears out at red. 3. A quick menu for cut, copy, paste, trim audio, silence audio, undo and redo. For trim audio your pretty much cutting off the highlighted part (refer to 7) of the sound file out and keeping only that highlighted part. For silence audio is to well silence the highlighted audio, pretty self-explanatory. 4. Your zoom in, zoom out, fit selection, fit project in window, play at speed and playback speed. Fit selection zooms in to the highlighted section (7), and fit in project in window pretty much zoom out to fit the entire sound file. 5. Raise the gain or volume of the sound file, scrolling to the left lowers the volume of the entire sound file and right does the opposite (again don’t blow up your ears). The R and L just shifts the volume to the left speaker and right speaker just like in your car radio settings. 6. It’s a quick play section in which the name speaks for itself. 7. The highlighted section is done by clicking and holding down right click on the wavelength to edit it by using the commands at 3, 4 and referenced at 8. Since you’ll be trying to match the numbers mentioned near the top the start and end of selection but you can change it by pressing the drop down arrow and using start and length of selection to save you some math work. The audio position isn’t too important just where the marker will start to play not much to say. 8. The start time and end time of the highlighted (7) wavelength by default. You can edit by clicking the number place (ones, tens, hundredths, etc.) and typing it in. The drop down gives a variety of options but for the most part start and length of selection will be your go to option. 9. This is a bit advanced for basic needs just match around 44100 hertz (if it isn’t there) to avoid some problems down the road. (I haven’t tried lower or higher that much but using default isn’t a bad idea). · Tip editing (8) the start time will affect the end time making it annoying if you’re trying to move up the wavelength · Pressing file-new is a good way to paste wavelengths that were copyed/cut but beware after constantly using file it’ll crash later down the road. · The quick play (6) will play automatically, just a head up. · Effect on the menu bar has a variety of options in modifying your sound file, the fade out is a option that can be used multiple times to make sounds gradually go to silence vs dead silence right away. Otherwise the other options are bit too advance for me to speak of. · When saving a edit metadata tags window will pop up for the most part it’s not very important and doesn’t require any options to be edited. Just a fancy way of organizing in short, press ok is all you need. · Rebuilding creates a fev file so if you're wondering where it is, you forgot to rebuild. If there’s any mistakes or steps I missed comment below and I’ll make the necessary changes. Changes to the thread may/will be made especially that DST is still developing and chances are more character sounds will be implemented.
  3. Hi, I have a character mod that I have had for a few months now, and I recently thought I have finished it, when I started to play properly it has been crashing lately and I dunno what causes it. It happens when I start mining, usually when the season has changed, I'm not exactly sure since sometimes it works and sometimes it doesn't. When they mine, they're suppose to drop gems randomly, works fine early game but later on, issues arise, hitting the rock just once disconnects from the server, and I've tried looking in the cilent logs for any hints, but no luck Is anyone willing to have a look for me? or offer any help, anything will be appreciated thank you!!!
  4. Heya, I've been looking at the big variety of artwork these forums have, and I noticed a surprising lack of 3D artwork... So, Imma gonna go on a journey to bring the Don't Starve characters to the world of the third dimension! The goal? To learn and understand the concept of 3D modeling, rigging, texturing, and exporting, and to upload these to the Garry's Mod and the Source Film Maker workshop (There's a very slight chance that I'll put them for VRChat too). The tools: -Blender (Modeling) -Krita (Making the reference) -(Will probably use an image editing software for the textures, like Paint.net or GIMP) -Patience (Lots of it) Let's begin! I'm gonna start with the very survivor you meet for the very first time... Wilson! So, in order to make a character, you're first gonna need a general reference where you can base yourself with and follow along, a front, and a side reference are pretty much enough to be good. Since each time the Klei artists draw Wilson in a different kind one from the other, I used Krita to come up with a general idea of a front and a side view of him. And now, after getting these in place, I'm ready to start modeling Wilson! First, I started with a plane to which I extruded and followed around to make the shape of Wilson's head. This picture shows how point-pulling is gonna be a very general thing when it comes to making 3D models, and getting to imagine how his head shape would get to make sense, the official figurines help a lot!
  5. Version v3

    365 downloads

    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1557935632 Lets you queue up items to weave or unravel instead of having to wait each time. Also has an 'Unravel All Duplicates' button as a bonus feature. Note: Some users reported accidentally weaving Wortox more than once by mistake. Just be careful and wait for the queue to finish first. I made this because I didn't like being forced to wait to connect to Klei's servers for every single item that I want to unravel. I've found the current system to be slow and annoying, because I have way better things to do with my time than to stare at my screen. So I made this mod and also included the popularly requested 'Unravel All Duplicates' feature. This mod does not protect your skins from your own stupidity. If you accidentally unravel or weave items that you did not intend to, then that's your own fault. This mod will not do anything you don't tell it to do, so use it at your own risk. You can always enter sq_stop() in the console or close the game to stop the queue if you've made a mistake. There are some optional console commands just for certain purposes. Console commands: sq_stop() Stops the queue. sq_unravel(key) sq_sell(key) Queues key to be unravelled. For example, sq_sell("emoji_egg") will queue your Egg emoticon to be sold for 5 spools. sq_weave(key) sq_buy(key) Queues key to be weaved. For example, sq_buy("profileflair_victorian_pigeon") will queue a Pigeon profile icon to be bought for 15 spools. sq_listqueue() Prints all of the items in the queue to the console. sq_listdupes() Prints a list all of the duplicate items in your inventory to the console. sq_sellalldupes() Sells all of the duplicate items in your inventory.
  6. Version 0.0.5

    57 downloads

    This mod changes up the menu layout to more friendly and font changes too if you want more suggest something! What's New: - Changed Layout - Changed Font - Changed up Login Screen [Version: 0.0.5] Copyright © 2019 Matthew Lengerman Credits: Klei This mod is using modinfo version 2.0.0
  7. Version 0.9.0

    91 downloads

    This is the first release of my mod that edits the world regeneration for tree saplings and such. The issue arose when I noticed people (specifically streamers) build a mega base, or a relatively big base, they decorate it, make roads, etc.. then one evergreen tree sapling or a twiggy tree sapling spawns next to the road and ruins the aesthetics. Many people opt into turning world regeneration off from the get go, while others forget or want the regeneration of specific items. All in all, this behavior is mostly unwanted, so this mod solves this issue. It has options to choose from, whether you want to completely turn off tree spawning or if you want to keep it but in a controlled state. Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1685222366 This is my first mod, so let me know what you think, if you face bugs, or if you have any suggestions. Cheers.
  8. Version 1.45

    653 downloads

    Warning this mod uses some language and graphic quotes, if you do not approve then don't download. You play as the whaler from dishonored (after the events anyway) who's taking a chance to make as much gold as he can before his powers fade away forever. More lore here that's being overlooked and you really just want to just jump to his stats and abilities (jeeze I spent over a month working on this man). Supernatural Powers: +You have access to 8 different powers that give you the edge over your enemies and frankly your fellow players. ~Many powers require the Prestihatitator for the first tier of upgrades and the shadow manipulator for the second tier -Your powers run off of sanity, so once you reach below 100 sanity you can't use them anymore Assassin: -You start off with 100 hitpoints and won't last long in combat -HUGE DISADVANTAGE: You prefer to be lightweight and fast, thus you reject many armors, weapons, headwear, and statue parts to carry or wield. Limiting your choices severely! (Its recommended to be experienced in order to survive) The End: -You didn't get here by normal means, and the (dst) world knows that. Once you die the world will get rid of you and return you the character select screen without the whaler being an option. Your mission is a high reward and high risk afterall, you could restart the server and rollback but if you die a lot this disadvantage will get to you. (This disadvantage also makes death meaningful again). Stats: Health: 100 -> max 140 Hunger: 150 Sanity: 300 -> max 360 Notes: The mod will conflict with anything trying to tell health of mobs as the summoned assassin's aren't in their recorded lists. Strangely the game crashes upon closing it down but there's no error in the report, whether this is concerning is unknown as the game has no problems starting up and loading the character. it is recommended to add this mod for maximum use of all items: https://steamcommunity.com/workshop/filedetails/?id=375850593 Updates: Unknown at this time. Refer to the discussions links below for more info: https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763129940/ https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763089941/ https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763072720/ Will this mod be on don...*covers your mouth* Let me make it clear that I'm not going to waste my time on the single player due to the pushback on the stalker mod and quite frankly that game's player base is dwindling more and more. I could say more negative reasons but I'll hold back. Also checkout Mindmaster's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=451724205 My other work: http://steamcommunity.com/sharedfiles/filedetails/?id=371705488 http://steamcommunity.com/sharedfiles/filedetails/?id=520571095 http://steamcommunity.com/sharedfiles/filedetails/?id=640715176 Special thanks once more to mr Saval for the artwork, mindmaster for ai experimentation, Arkane Studios for the character and music, and thanks from the musha mod that inspired some of the code.
  9. I have custom sounds for a mod I am working on. All sounds work as long as I remap them as seen here: However I can't call the sounds directly from the banks on servers with caves enabled, and I'm not sure that they work for other clients even with caves disabled. I have 2 sounds I have tried this on, one for cooking a rabbit: And one for when poop spawns: Neither of those two sounds, no any other sound called that way, will work. This even includes sounds I have not modded in. I have the ("dontstarve/creatures/leif/livinglog_burn") sound programmed to play when you burn poop, but it doesn't work. However with console I can play them remotely and locally with no issue. (this plays the sound) I feel like I am missing something obvious here. In all honesty, everything I know about programming in Lua has come from trial and error and by just reading code. I would appreciate if someone could help me out with this, thanks.
  10. Version 1.3

    2131 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  11. I was making a custom character mod for DST following the steps on this link http://dont-starve.surge.sh/ Everything was going fine until i got to the "Compiling Art" topic, I did everything he said and when I opened the game to test the mod the game crashed everytime i clicked on "Host Game" or "Mods", I dont have any other mods for DST so I know the problem comes from the one I'm making, I didn't wanna start making the mod all over again knowing that the same thing could happen and I really wanted to play with my mod. here is the game log: [00:00:00]: System Memory: Memory Load: 50% Available Physical Memory: 4025m/8154m Available Page File: 3704m/9434m Available Virtual Memory: 3946m/4095m Available Extended Virtual Memory: 0m [00:00:00]: Process Memory: Peak Working Set Size: 31m Working Set Size: 31m Quota Peak Page Pool Usage: 264k Quota Page Pool Usage: 262k Quota Peak Non Paged Pool Usage:19k Quota Non Paged Pool Usage: 19k Page File Usage: 6m Peak Page File Usage: 6m [00:00:00]: PersistRootStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Starting Up [00:00:00]: Version: 305472 [00:00:00]: Current time: Sun Feb 17 17:34:42 2019 [00:00:00]: Don't Starve Together: 305472 WIN32_STEAM [00:00:00]: Build Date: 3753 [00:00:00]: Parsing command line [00:00:00]: Command Line Arguments: [00:00:00]: Initializing distribution platform [00:00:00]: Initializing Minidump handler [00:00:00]: ....Done [00:00:00]: Steam AppBuildID: 3503077 [00:00:00]: ....Done [00:00:00]: PersistUserStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Fixing DPI [00:00:00]: ...Done [00:00:00]: THREAD - started 'GAClient' (892) [00:00:00]: CurlRequestManager::ClientThread::Main() [00:00:00]: Mounting file system databundles/klump.zip successful. [00:00:00]: Mounting file system databundles/shaders.zip successful. [00:00:00]: Mounting file system databundles/fonts.zip successful. [00:00:00]: Mounting file system databundles/anim_dynamic.zip successful. [00:00:00]: Mounting file system databundles/bigportraits.zip successful. [00:00:00]: Mounting file system databundles/images.zip successful. [00:00:00]: Mounting file system databundles/scripts.zip successful. [00:00:02]: ProfileIndex:5.17 [00:00:02]: [Connect] PendingConnection::Reset(true) [00:00:02]: Platform: 1 [00:00:02]: THREAD - started 'Ping Job Thread' (9656) [00:00:02]: Network tick rate: U=15(2), D=0 [00:00:02]: Authorized application C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall. [00:00:02]: WindowsFirewall - Application already authorized [00:00:02]: THREAD - started 'StreamInput' (1380) [00:00:02]: loaded ping_cache [00:00:02]: Offline user ID: OU_76561198225107968 [00:00:02]: SteamID: 76561198225107968 [00:00:02]: Failed to communicate with routing cluster 'ggru'. [00:00:02]: Failed to communicate with routing cluster 'ghel'. [00:00:02]: HardwareStats: OS name Microsoft Windows 10 Home Single Language version 10.0.17134 architecture 64 bits platformSpecific SP 0.0 CPU numCores 2 features SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX name Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz manufacturer GenuineIntel clockSpeed 2601 RAM megsOfRam 8192 GPU name NVIDIA GeForce GT 640M driverDate 20170501000000.000000-000 megsOfRam 1024 refreshRate 59 videoModeDescription 1366 x 768 x 4294967296 cores driverVersion 22.21.13.8205 [00:00:02]: cGame::InitializeOnMainThread [00:00:02]: WindowManager::Initialize [00:00:02]: CreateWindow: Requesting 1366,768 - 5/6/5 - -1/-1/-1 - 0 [00:00:02]: Failed to communicate with routing cluster 'iad'. [00:00:02]: CreateEGLContext: 12 configs found [00:00:02]: 0: 8/8/8 - 0/ 0/ 0 - 0 [00:00:02]: 1: 8/8/8 - 0/16/ 0 - 0 [00:00:02]: 2: 8/8/8 - 0/24/ 0 - 0 [00:00:02]: 3: 8/8/8 - 0/24/ 8 - 0 [00:00:02]: 4: 5/5/5 - 0/ 0/ 0 - 0 [00:00:02]: 5: 5/5/5 - 0/16/ 0 - 0 [00:00:02]: 6: 5/5/5 - 0/24/ 0 - 0 [00:00:02]: 7: 5/5/5 - 0/24/ 8 - 0 [00:00:02]: 8: 8/8/8 - 8/ 0/ 0 - 0 [00:00:02]: 9: 8/8/8 - 8/16/ 0 - 0 [00:00:02]: 10: 8/8/8 - 8/24/ 0 - 0 [00:00:02]: 11: 8/8/8 - 8/24/ 8 - 0 [00:00:02]: WindowManager::SetFullscreen(0, 1366, 768, 60) [00:00:02]: GLInfo [00:00:02]: ~~~~~~ [00:00:02]: GL_VENDOR: Google Inc. [00:00:02]: GL_RENDERER: ANGLE (NVIDIA GeForce GT 640M) [00:00:02]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249) [00:00:02]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249) [00:00:02]: THREAD - started 'WindowsInputManager' (6700) [00:00:02]: OpenGL extensions (19, 19): [00:00:02]: GL_ANGLE_depth_texture [00:00:02]: GL_ANGLE_framebuffer_blit [00:00:02]: GL_ANGLE_framebuffer_multisample [00:00:02]: GL_ANGLE_instanced_arrays [00:00:02]: GL_ANGLE_pack_reverse_row_order [00:00:02]: GL_ANGLE_texture_compression_dxt3 [00:00:02]: GL_ANGLE_texture_compression_dxt5 [00:00:02]: GL_ANGLE_texture_usage [00:00:02]: GL_ANGLE_translated_shader_source [00:00:02]: GL_EXT_read_format_bgra [00:00:02]: GL_EXT_robustness [00:00:02]: GL_EXT_texture_compression_dxt1 [00:00:02]: GL_EXT_texture_format_BGRA8888 [00:00:02]: GL_EXT_texture_storage [00:00:02]: GL_OES_get_program_binary [00:00:02]: GL_OES_packed_depth_stencil [00:00:02]: GL_OES_rgb8_rgba8 [00:00:02]: GL_OES_standard_derivatives [00:00:02]: GL_OES_texture_npot [00:00:02]: GL_MAX_TEXTURE_SIZE = 16384 [00:00:02]: GL_MAX_TEXTURE_IMAGE_UNITS = 16 [00:00:02]: GL_MAX_RENDERBUFFER_SIZE = 16384 [00:00:02]: GL_MAX_VIEWPORT_DIMS = 16384, 16384 [00:00:02]: GL_MAX_VARYING_VECTORS = 10 [00:00:02]: GL_MAX_VERTEX_ATTRIBS = 16 [00:00:02]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254 [00:00:02]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4 [00:00:02]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221 [00:00:02]: 4 compressed texture formats [00:00:02]: texture format 0x83f0 [00:00:02]: texture format 0x83f1 [00:00:02]: texture format 0x83f2 [00:00:02]: texture format 0x83f3 [00:00:03]: Communications with routing cluster 'iad' established. [00:00:04]: Ping measurement completed [00:00:04]: Ping location: gru=46+4,scl=171+17/98+4,lim=189+18/128+4,iad=138+13,atl=149+14,ord=159+15/152+13,okc=166+16,lax=204+20/193+14,sea=207+20/201+13,lhr=242+24/210+13,fra=233+23/228+13,sgp=373+37/376+28 [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 [00:00:05]: taskgrouplist: default Together [00:00:05]: taskgrouplist: classic Classic [00:00:05]: taskgrouplist: cave_default Underground [00:00:05]: taskgrouplist: lavaarena_taskset The Forge [00:00:05]: taskgrouplist: quagmire_taskset The Gorge [00:00:05]: running main.lua [00:00:05]: loaded modindex [00:00:05]: ModIndex: Beginning normal load sequence. [00:00:06]: Event data unavailable: lavaarena_event_server/lavaarena_achievement_quest_defs [00:00:08]: LOADING LUA SUCCESS [00:00:08]: PlayerDeaths loaded morgue 6252 [00:00:08]: PlayerHistory loaded player_history (v2) len:6628 [00:00:08]: ServerPreferences loaded server_preferences 2 [00:00:08]: bloom_enabled true [00:00:08]: loaded saveindex [00:00:08]: OnFilesLoaded() [00:00:08]: OnUpdatePurchaseStateComplete [00:00:08]: Klump load on boot started. [00:00:08]: Klump files loaded: 0 [00:00:10]: Load FE [00:00:10]: Load FE: done [00:00:10]: THREAD - started 'FilesExistAsyncThread' (12040) [00:00:10]: FilesExistAsyncThread started (20447 files)... [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/blocklist.txt (Failure) [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/adminlist.txt (Failure) [00:00:10]: OnLoadUserIdList: APP:Klei//DoNotStarveTogether/client_save/whitelist.txt (Failure) [00:00:10]: [MOTD] Downloading info [00:00:10]: SimLuaProxy::QueryServer() [00:00:10]: ModIndex: Load sequence finished successfully. [00:00:10]: Reset() returning [00:00:13]: [MOTD] Downloading image for box1 [00:00:15]: [Steam] Auth Session Ticket requested... [00:00:16]: [Steam] Got Auth Session Ticket [00:00:16]: [MOTD] Done Loading. [00:00:17]: [200] Account Communication Success (3) [00:00:17]: Logging in as KU_qaTCHkft [00:00:18]: There is no active event to get the status of. [00:00:18]: loaded inventory_cache_prod [00:00:18]: loaded inventory_cache_prod [00:00:20]: Getting top mod details... [00:00:21]: unexpected end of data If someone knows how to fix this please help me!
  12. So I'm working on making code for a character a friend of mine is making where the character is not able to equip any torso clothes or even craft them, but he's able to craft backpacks and armors and can also use them. The equipping part is done, but the problem I'm having is with the code for removing recipes, as I'm trying to remove the recipes that do not include the backpack tag, do not count as armor but also are body slot items. However it keeps giving me an error in the line with removing the recipes and says that components is a "nil value". The removal of recipes code: -- Removing every clothing recipes that exists for this character inst.components.builder.ignorelist = { } function inst.components.builder:AddIgnoreRecipe( recname ) self.ignorelist[ recname ] = recname end function inst.components.builder:RemoveIgnoreRecipe( recname ) self.ignorelist[ recname ] = nil end local old_CanLearn = inst.components.builder.CanLearn function inst.components.builder:CanLearn( recname ) local ret = old_CanLearn(recname) return ret and self.ignorelist[ recname ] == nil end for k, v in pairs(AllRecipes) do if IsChestClothing(v.product) then inst.components.builder:AddIgnoreRecipe(v.name) end end The code that crashed the game: local function IsChestClothing(item) if item.components.equippable and item.components.equippable.equipslot == EQUIPSLOTS.BODY and not item:HasTag("backpack") and not item.components.armor then return true else return false end end Thanks in advance!
  13. Hi everyone, I have been working on project that includes weapon which makes enemies fall asleep after hit. I had searched through game files and I haven't found any code lines to make my effect based on luck. I mean that I don't want this effect to occur everytime character hits with the weapon. So maybe you know method to cause sleep on attack every few hits. This is the code: ------sleep local function sleepattack(inst, owner, target) if not target:IsValid() then --target killed or removed in combat damage phase return end target.SoundEmitter:PlaySound("dontstarve/common/blackpowder_explo") if target.components.sleeper ~= nil then target.components.sleeper:AddSleepiness(100, 15, inst) elseif target.components.grogginess ~= nil then target.components.grogginess:AddGrogginess(100, 15) end end Thanks in advance and have a great day/night
  14. Hello! If you are reading this and want to help, thank you! Basically I have made a custom character with the DST extended character template, however i do not know how to code the perks i want. The perks are gain higher damage, speed, and health the lower sanity you are. And the other perk i need help with is that the character gains more stats from sleeping, but uses less hunger. Thank you for helping!
  15. Version 3.20

    2713 downloads

    Warning this mod uses strong language (bad words) and use of "alcohol", if you do not approve of this don't download and the saying goes "Get out of here stalker!". If not " I said come in don't stand there!". This mod was mainly made for dst since some the mechanics was made for dst by putting some challenge into cooperation. This mod contains twenty-four playable stalkers that come from different factions: Loners, Duty, Freedom, clearsky, bandits, military, mercenary, ecologist and Monolith.Most of which contain a suit that is REPAIRABLE by GOLD NUGGETS. You can start off as the new recruit for your choosen faction, or become the dreadnought of the faction known as the exoskeleton or just play as your favorite suit. Read on about each factions advantages and disadvantages and decide which faction you feel comfortable to play as. Loner: Zone experience: +90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them Duty: Military Trained: +75% negative sanity drain +75% night sanity drain Anti-freedom: -Your rival Freedom drains your sanity at a good rate being next to each other due to different ideology and your war with them. Anti-Mutant: -Your code is to protect the world from the mutants that threaten the outside world, making you uneasy in cooperating with pigmen, bunnymen, and the pig king as they drain your sanity (even if you befriend them!) +Fighting mutants is your speciality so you get 10% extra damage against pigmen, bunnymen, giants, and other monsters. Freedom: Zone Trained: +80% negative sanity drain Light Exoskeleton: +10% faster movement than all the other factions -10% faster hunger rate Anarchist: -You fight for free access to the zone and conflict with the military and duty because of this. You lose sanity being next to military and duty. Monolith: Decayed mind: +0% negative sanity drain -100 max sanity making nights your main concern +Ignore food spoilage and monster meat penalty Spider Allies: +Your mind is partially connected to the Noosphere thus being able to connect with spiders to fight with you ~You are also neutral to merms unless you provoke them Bad reputation: -Due to your stories told by stalkers about hostilility to all factions and your code to fight to the death, all nearby players will lose a lot of sanity being near you. This makes cooperation difficult without driving them mad. -Your tagged as a monster, making catcoons, pigmen, and bunnymen target you for your reputation. Military: Military Trained: +75% negative sanity drain +75% night sanity drain Corrupt: -You've attacked stalkers that tried to enter the zone, you're peers low morale gives you a bad reputation amongst the stalkers and thus most stalkers lose sanity being near you. On the bright side your previous dealing with duty has earned you neutrality towards them, after all most of their equipment comes from you. Clearsky: Zone experience: +90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them CS2: +Your unique suit was well designed and does the following: reduces building costs by 50%, 65% damage protection, medium rain protection and insulation that changes in the summers like the seva suits, 50% fire protection, and small sanity recovery. Bandits: Robber: -You rob everyone in the zone regardless of faction. You'll lose sanity to most factions. Working in the black market and underground world earns you neutrality towards the mercenaries Bandit jacket/suit: ~Your jacket inherits 25% damage protection and a small amount of winter insulation. The suit how ever gives 30% damage protection and stacks with armor you wear over it. Ecologist: Scientist: -You're a thinker not a fighter, -20% damage and larger sanity pool. +No radiation damage, you've had your fair share of artifact handling and research to find out how to by pass the radiation. Ssp suit: +Just like a seva suit but with nightvision and 50% building cost reduction Good reputation: +You're neutral to most stalkers making it easy to cooperate with them. +You can recruit most neutral stalkers besides clearsky companions. -Monolith and bandit faction are your only enemies Mercenaries: Military training: +75% negative and night sanity drain, your exmilitary after all. Unpredictable: -Military and duty consider you a threat to their operations and drain your sanity being next to you Killer: +gain sanity through killing enemies, the larger the kill the more sanity restored. -lose sanity from: getting hit and miss hitting your target. NOTE: Your suits can be destroyed and isn't replaceable thus keep your suits repaired at all times! Do you have no friends loner? Then download the stalker loner edition today you AI buddies will follow you indefinitely and help out with combat, get out of sticky situations and follow you down in to the caves. The weapons and ammo is now available to purchase in the shop tab while standing next to the alchemy machine just know guns aren't cheap, same goes for the ammo. Updates: just bug fixes and such. Refer to the discussion threads for more info about the mod. With all perks laid out will you cooperate with your rivals? Even though you'll be driving each other insane! Or will your ideologies and differences get the best of you? You can configure this mod at the beginning to disable any of the factions you don't want available in your game and keep the ones you do want. Will this mod be made for don't starve? Go check out the port it should work for the most part. The Meaning of S.T.A.L.K.E.R: Scavenger.Trespasser.Adventurer.Loner.Killer.Explorer.Robber Exoskeleton character guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648098289899/ Weapons guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/365163686037504929/ AI guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/276237094316329266/ SEVA and SSP guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/357284131786777612/ Artifacts guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/451851477876528386/ Character expansion 3 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648081951322/ Character expansion 4 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/2183537632750532617/ Sunrise suit guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/2183537632750503727/ Consumables guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/2549465882916894374/ HOW TO DOWNLOAD DST VERSION: Download stalker1 and stalker2 (same goes for loneredition(1-2)) and extract both of them. Place the anim file (from stalker2) into the stalker folder (from stalker1) and your set. Special thanks to a Dragon wolf leo for the repairable armour and more, sw1tchbl4de once again for the artwork, Mindmaster for ai experimentation, youtuber ZoranAustralia(For Užičko Kolo video) for the bandit voice, and GSC game world for the character and their music that was used for their voices.
  16. Version 3.4

    8413 downloads

    WARNING: This mod has a flashing cloak, if you have had a history of seizures DO NOT download this mod. You have been warned. This character is based on the indie game: "Dust: An Elysian Tail". This mod was done in my spare time so give me the errors (via screenshot) and ill see what I can do. Meet Dust the hero from falana after the events of his story (little spoilers), he wants to go back home to falana. As dust you must survive the don't starve universe if you ever wants to return home. Most of Dust's quotes will have some reference to his experiences at falana and discover that food isn't preserved. During the beginning of the game he's incredibly vulnerable and won't last long in fights, so avoid conflict until proper armor is available. Dust comes with custom sound from Abadis forest and Sorrowing Meadows sound track from the game itself. Stats: Health: 100 Hunger: 100 Sanity: 100 Perks: Fearless: Dust has never feared any foe big or small, and the same applies here. No sanity loss being next to most enemies. Dust is comfortable with the darkness, sanity drain at 75% Assassin: Dust's secret makes him an assassin class that rely's on hit and run. 33% extra damage on most weapons. Most Assassins were never meant to tank damage and rely on speed and the element of surprise. Explains the low health. Robes of the mithrarin: Dust's robes keep him from freezing in the winter. Unfortunately his robes are flammable, 50% extra damage from fire. Items: Dust's Satget- Provides a small sanity recovery rate and covers most of dust's face just like ingame. The Blade of Ahrah- The legendary Blade has joined Dust in his journey, Ahrah was created by the moonbloods to be unbreakable but without augments falls behind the dark sword's damage. Crafting: The Blade of Ahrah augmented- Upgrade ahrah to match the power of the dark sword. By adding a large amount of gold to ahrah dust's speed is decreased by 10%. The robes of the mithrarin- Craft Dust's final tier armor that goes underneath his clothes just like in game. It provides a large amount of insulation that makes it a poor choice to use in the summer. The ring of sight- provides an unlimited fuel source like a lantern. The teleportation stone- similar to the teleport staff this stone doesn't cause lightning that leaves a burn on your world, not cause rain, doesn't drain sanity, and teleports directly to save points. The pendant of wisdom- A fragile defensive necklace that heals the wearer 2 health per 120 seconds, this pendant can also be combined with the robes to double its durability and raise its protection, making dust tankable. The battlemaster's pendant- A useful necklace that increases dust's damage output to 2x the damage instead of 1.33x and can be combined with the robes. Flameless/Cirelian light: Acts as a portable lantern giving light when dropped, makes nights more pleasant than staring at a campfire. Theres no difference between the two besides your preference of looks and materials to make them. Save point: Directs teleportation stones to it and resurrects dust when haunted/activated. Dust's house: cut content no further information needed. Magma mantle: Designed to withstand high temperatures and be fire resistant, this armor will reduce dust's flammability to 50% and keeps you cool in the summers. Blue mushroom: Heals poison in shipwrecked, works as a non perishable food item for other game types. Dustdst.rar is DST version Dustds.rar is DS/DSROG version Also checkout Mindmaster's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=424715104&searchtext= All rights reserved to Dean Dodrill on this character, rights reserved to HyperDuck SoundWorks for dust's speech, credit to Deo Dragon Wolf leo for the template, credit to sw1tchbl4de for the artwork and credit to cheerio for the hat template. Sw1tchbl4de's DA: sw1tchbl4de.deviantart.com/
  17. Version 1.15

    225 downloads

    Note: this file will not run as a independent mod, its more of a toolbox if anything. Also its recommended to have some modding experience as the tutorial isn't beginner friendly. This file is a tool box and template for making custom character voices and other item sounds as well. It contains a few common armor, structure, and weapon sounds that the base game uses, along with notes about them that may prove useful. The code is preset to follow the lua files stored inside so its less of a hassle trying to start from scratch. Last this file is subject to updates to keep up with don't starve together adding more types of voices like emotes, pose, and ghost voice. Tutorial:
  18. Version 1.2.4

    446 downloads

    Forgot to post this here after months because I forgot I had a klei account linked to my steam. So here it is. --- Play as the vengeful Tak from Invader Zim. Compatible with [NEZ] Zim. (Unexpected bugs when paired with these old mods such as the NEZ and DST invader Zim mods may appear however. I am unresponsible for what may happen) Single player Don't Starve version https://steamcommunity.com/sharedfiles/filedetails/?id=1364019940 Stats: Health 150 Hunger 175 Sanity 125 Pros: -Damage Multiplier 1.25x -Doesn't go hungry as fast -50% fire resistance -Can switch to her disguised form by pressing Z Cons: -Eating meat gives a 50% penalty to all stats. This can be painful. -Rain damages Tak -Friendly mobs are aggressive towards Tak unless she is disguised -Disguise drains sanity when in use and will short circuit if attempting to use over 10% moisture Note: She has some custom dialogue. She is still slightly unfinished but not by too much. Stats are bound to change. Special thanks to (Kzisor/Ysovuka) for the key handler, and the tutorial they made for the transformations. Fixes and changes: -Fixed disguised Tak's eyes when going insane. -finished all sprites -Reduced both hunger and sanity stats by 25 in exchange for 50% fire resistence (not to be mistaken for summer or heat resistence) -Tak's disguise is now unuseable if she is over 10% moisture. This won't effect her if she is already wearing the disguise. Tak will at random comment differently whenever her disguise shorts when attempting to use disguise in over 10%. Click here to check out my Gir mod https://steamcommunity.com/sharedfiles/filedetails/?id=1380098537 --- -Inserts shameless advertising here- Come join a newly created drama free Invader Zim discord server created to bring fans together. https://discord.gg/x6S2eYw
  19. Hi, I'm Raspberry Milk, and I made an art thread. However, because it was an art thread managed, owned, run, and supplied entirely by me, It predictably died a slow and painful death until most of the readers had: A: Stopped following it. Or B: I honestly have no idea. Eventually I just thought "eh, whats the harm in restarting it?". And so I did. OLD ART DUMP Brickheadz: Stupid one of drawings: Hey look! It's Wagstaff because I'm to lazy to make an oc of my own! High fantasy skins (WIP): And what I drew today:
  20. Version 1.0.0

    91 downloads

    This mod can be used as a template for custom ground tiles for Don't Starve Together. I use it in the Green World. The main logic implemented in two files: tileadder.lua — provides two functions: AddTiles() and AddMinimap(); tiledescription.lua — contains parameteres for new tiles. Function AddTiles() should be called from the modworldgen.lua, function AddMinimap() should be called from the the modmain.lua. Ground ID is not required, the tile adder calculates it automatically; this provides high compability with any other custom tile mods. Turf prefab is also generated by the tile adder, but you need to set build/icon/anim/any other prefab data with AddPrefabPostInit() function in the modmain file. Five steps to add new tile: Pick the name for you tile; Place ground texture (resolution 512x512, name «noise_yourtilename») and minimap texture (resolution 256x256, name «mini_noise_yourtilename») in the «images/textures» folder; Add string «yourtilename = { }» to the tiledescription.lua file; Add AddPrefabPostInit() function to set inventory images for your tile; Test it! More information you can find in the tiledescription.lua file. As an example, two custom ground tiles (Jungle and Tech) are added.
  21. Version 1.0.0

    16 downloads

    This code is designed for Don't Starve Together to allow for critical hits and items with critical hit properties. By design this allows all mobs the potential to be able to crit if they have crit chance greater than 0 Using inst.components.combat:SetCrit(critchance, critdmg, critfn) we can define a basic crit settings for a mob. Currently equipment have crit variables as inst.variables rather than component ones. Some fun examples if you have a hat that has crit chance, we can give it to a pigman and he'll be able to crit. Currently tested on a caves enabled server and works as advertised. Suggestions and bugs found for improvements welcome.
  22. Version 1.3.1

    111 downloads

    Steam Workshop Version: http://steamcommunity.com/sharedfiles/filedetails/?id=960992208 Various configurable PvP features and fixes. Thanks to the guys below for testing, ideas, and help: - Hobgoblino - Electroely - Michi - SplOrange - Sketched_Philo - Maslak - Dorozco - Douglas - Catburger If you've discovered a bug, then report it to the comments below. If you find a feature or configuration confusing, then ask me in the comments below. Features: - Slowdown on hit - Whenever a player is hit by another player, they are slowed down by an initial 50% which gradually wears off in 10 seconds. Additionally, the hammer and boomerang have a small chance to stun players. 'Slowdown speed mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, or 100%. The default option is 50% and the option to turn off this feature is 100%. - PvP damage multiplier - Damage dealt by players against other players is increased from 50% to 100%. 'PvP damage mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, 100%, 125%, 150%, 200%, or 300%. The default option is 100% and the option to turn off this feature is 50%. - Combatlogging punishment - Disconnecting during combat with another player will punished. Players who combatlog will be killed right as they disconnect from the server. The 'Anti-combatlogging' configuration is Enabled by default. - Scoring system - Kills made by each player will be counted and saved. Kills include deaths by melee weapons, ranged weapons, followers, traps, and indirect environmental causes. The 'Scoring system' configuration is Enabled by default. Players can check their own killcount with the '!mykills' chat command. The killcount of another player can be checked with the '!kills <name>' chat command. The three players with the highest killcount can be checked with the '!top' chat command. - Unique scores for each world - Killcounts are saved in '.../mods/workshop-960992208/Scoreboard (<ID>).lua' and each world will have their own file with their unique ID. This means that if a world is regenerated or deleted, then the previous scores will not be carried over. This also means that each of the five world slots will save scores in different files. If this feature is turned off, then the world will use 'Scoreboard.lua' which can be used by other worlds. This means that scores will carry over when the world is regenerated and to any of the five world slots. The 'Unique scoreboards' configuration is Enabled by default. - Random spawn positions - Survival and Endless mode will spawn players in random locations, just like Wilderness mode. The 'Random spawn positions' configuration is Disabled by default. - Newspawn PvP protection - Players below 2 Days cannot attack or be attacked by other players. Individual player age is used, not the world age. 'Player age PvP requirement' can be configured to 1 Day, 2 Days, 3 Days, 4 Days, 5 Days, 6 Days, 7 Days, 8 Days, 9 Days, or 10 Days. The default option is 2 Days and the option to turn off this feature is 1 Day. - Player revival - 'Allow player revival' can be configured to Enabled, Disabled, or Heart only. The configuration is Enabled by default. This means players can revive normally by default. - No ghosts allowed - Players who become ghosts will be kicked and cannot come back to the server until the world is regenerated. The 'Kick ghost players' configuration is Disabled by default. This means that ghosts are allowed by default. - Panflute nerf - The panflute no longer puts players to sleep. Players are now only slowed down by the panflute. Additionally, the panflute only applies its effects mid-way through its playing animation. The animation also can no longer be cancelled by movement. The 'Panflute nerf' configuration is Enabled by default. - Sleepytime Stories nerf - Wickerbottom's Sleepytime Stories book no longer puts players to sleep. Players are now only slowed down by the book. Additionally, its reading animation also can no longer be cancelled by movement. The 'Sleepytime Stories nerf' configuration is Enabled by default. - Sleep Dart nerf - Players put to sleep via sleep darts will immediately wake up. The 'Sleep Dart nerf' configuration is Enabled by default. - Everyone can read books - All characters can now read Wickerbottom's books. The 'Everyone can read books' configuration is Enabled by default. - Increased Abigail PvP damage - Abigail now deals 100% to players instead of 25%. The 'Abigail player damage buff' configuration is Enabled by default. - Wall placement restriction - Walls of any kind can no longer be built around other players, portals, and wormholes. The 'Wall building nerf' configuration is Enabled by default. - Tentacle spawning restriction - Tentacles can no longer be spawned around portals and wormholes. The 'No tentacles at portal' configuration is Enabled by default. - Spider egg placement restriction - Spider eggs can no longer be placed around portals and wormholes. The 'No spider dens at portal' configuration is Enabled by default. - Players can trigger traps - Tooth traps and bee mines can now be used against other players. Traps ignore the last player to place or reset it. Additionally, tooth traps will knock a player's weapon off of their hand and will snare the player in place. Snared players cannot move until the tooth trap is reset or they take damage. Players cannot be snared by more than one tooth trap. The 'Traps trap players' configuration is Enabled by default. - Trap placement restriction - Tooth traps and bee mines can no longer be placed around portals and wormholes. The 'No traps at portal' configuration is Enabled by default. - Convincing bush hats - Players hidden in bush hats will appear as a very convincing berry bush in the map and in-game. Players hiding in bush hats can be revealed by picking, burning, or digging. The 'Bush hat buff' configuration is Enabled by default. - Melee knocks off ranged weapons - Ranged weapons in the hand slot will be dropped when the player is attacked using a melee weapon. Ranged weapons include boomerangs, all kinds of blowdarts, red/blue/purple staffs, and weather pains. The 'Melee disarms ranged' configuration is Enabled by default. - Forced forcefeeding - Moving and sleeping players can now be forcefed. The 'Forcefeeding buff' configuration is Enabled by default. - Players drop long pig - Allows cannibalism. 'Long pig reward' can be configured to Enabled, Disabled, or PvP only. The configuration is Enabled by default. - Hunger and sanity damage - Players take stat damage when hit by other players. 'Hunger and sanity damage' can be configured to Enabled, Disabled, Hunger only, or Sanity only. The configuration is Disabled by default. - Crock pot cooks instantly - The crock pot now cooks any recipe instantly, no waiting time. The 'Instant crock pot' configuration is Enabled by default. - Hammer return percent - The amount of materials hammering a structure will return can be changed. The 'Hammer return percent' configuration is 50% by default. - Player hit dialogue - Some weird feature that SplOrange added. Don't enable this, he's weird. The 'Attacked response' configuration is Disabled by default.
  23. Hello! So I have been checking out Don't Starve's current Downloadable Content, in a hype that their newest DLC "Hamlet" is coming up in the near future. As I was checking out the description of each DLC, one of these caught the most attention out of me, that being the page of its Original Soundtrack. It has been a while since I've revisited this place, even more due to myself being more interested in Don't Starve Together nowadays. But in the end of reading its description, I find myself with these words: This may very likely mean that it'll automatically update to have Hamlet's Original Soundtrack added in, and for that I'm all fine. But at what I have been wondering about, is... Will this same kind of treatment apply to Don't Starve Together's music too by porting the music to the single-player game and adding it to the Original Soundtrack album, or will we have to buy another smaller, slightly cheaper version of the game's current soundtrack, such of which will contain their own batch of music from whatever updates come to live (An example possibly being having the A New Reign's bosses music, with the addition of music from the events such as Winter's Feast, or The Forge)?
  24. I made a lot of drawing's based off Don't Starve and Don't Starve Together and I found this art forum not long ago so I wanted to post all my drawing until now here and if I make more I will update this post
  25. Version 1.2.0

    383 downloads

    Introducing Whisper the Bunny character mod for Don't Starve Together! Whisper is a happy go lucky bunny ready for adventure! Stats Whisper has 150 health, hunger, and sanity. Burrow Whispers unique ability allows her to burrow underground by pressing 'B'. This key is configurable as well. While burrowing Whisper loses enemy aggro and moves 50% faster. She can also pick up items off the ground and pick plants as well. Burrow has an initial cost of 10 hunger and her hunger will drain 2x faster. Fragile Whisper is vulnerable to incoming damage. She takes 25% more damage so be careful. Vegetarian Whisper is a vegetarian, along with this she has a fondness for carrots. Eating carrots will grant her a small hunger bonus. She gains 6 additional hunger if the carrots are fresh, 4 if they're stale, and 2 if they're spoiled. Friendly Whisper is quite friendly and not very threatening, because of this she doesn't scare away creatures if she gets close by. Also any allies she makes on her journey will stay with her for a longer period of time. If you have any questions, comments, or issues please comment below or PM me. I hope you enjoy this mod as much as I do. If you prefer to subscribe through Steam you can use the link below. http://steamcommunity.com/sharedfiles/filedetails/?id=1162946891&searchtext= Thank you and hope you have fun, Red