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Found 25 results

  1. Re-Planter: (my best idea for what it looks like is a magical shovel, would love to hear any other suggestions) Allows you to dig up and re-place usually un-diggable plants. The more valuable the plant, the more durability digging it costs. Tier 1 (10%): Reeds, Cacti, Light flowers, Mysterious Plant (glow berries) Tier 2 (5%): Mushtrees, Totally Normal Trees, Mushrooms & Cave Lichen Tier 3 (1%): Ferns, Flowers & Succulent (*I know you can replant flowers over and over to get the one you want in the spot you want it, but that is TEDIOUS as all get out, and even more so for ferns & succulents which are so much rarer and you need to collect several to craft the darn potted version) Being able to do something so useful, I was thinking it should be loot from a pretty powerful boss. Toadstool could honestly use some better loot (and he is part plant himself) so he seems like a pretty good candidate. I haven't completely thought through the repercussions of being able to extract all the useful parts of a biome and condense them, giving you even less reason to ever leave home - I've mostly wanted the ability to place things for decoration's sake. I'm particularly trying to decide if being able to place underground plants above ground should be allowed as well (I hate going downstairs just to restock on light bulbs sometimes). So please if any one has some opinions to share, I would love to hear. EDIT: And this vaguely related, but I also really want to be able to use Wormwood's crops for decoration but can't because they just rot. : ( If he could use his compost wraps on them to make them rot-proof while in the ground (or a slightly cheaper version, maybe called 'plant food' or something), that would be amaaazing. As I believe they only rot to give them a downside vs. farms, if making them unrottable costs poop (the main farm ingredient) that should level it out.
  2. [HAMLET] Daily PigShop Refresh

    Version 1.3

    60 downloads

    Refreshes the items in the pig shops every day (including shelves).
  3. Hello again, I tried to add a custom item, which can only be used and crafted by my custom character, but I don't get it... The item should be a throwing star/shuriken. It should do damage like a spear (maybe less, not sure about that) and the item should be stackable up to 15 times. After throwing and doing damage the item should disappear like a blow dart. The item should be craftable without a science machine or alchemie machine in an extra tab. Thank you for your help
  4. I'm trying to add a hat to my custom character, the original template I used is hat_bee_bw which is from this file here: However when I change the prefab file name it disappears! and I don't know why! It works with the original name, but as soon as I change it, it becomes invisible in the inventory bar, I can't click it or wear it, and there's no name to show up, I've not yet started the drawing. I've made custom items before and I've never had this issue, I've looked though all the files to try and find the problems but I can't see anything, any help with this will be very much appreciated, thank you! I've attached my mod here, her name's Poppy, and her hat is renamed too "poppyhat". Poppy.zip
  5. My custom character is almost done, I just have a small issue with the crafting recipes. He's able craft basic blueprints from Papyrus. And has a custom tab for all that too. But the problem is that in game the recipes for the blueprints have no name, or description. Is there anyway I can fix this? I tried to play around with things like GLOBAL.STRINGS.NAME and stuff but not really sure where to place them. Heres a example of a recipe for a blueprint: AddRecipe("spear_blueprint", { Ingredient("papyrus", 1), }, GLOBAL.RECIPETABS.BLUEPRINT, GLOBAL.TECH.NONE, nil, nil, nil, nil, 'guider', "images/inventoryimages.xml", "blueprint.tex")
  6. Hello I am currently working on a character mod for DST. And I've added a bow and arrow to the game. But, i'd like to make it so only my character can craft them, but be able to share them. Like Wigfrig and her helmets. My current recipes and code for them are: local bow = AddRecipe("bow",{ Ingredient("log", 10), Ingredient("rope", 2)}, GLOBAL.RECIPETABS.WAR, GLOBAL.TECH.NONE, nil, nil, nil, 1, nil, ATLAS_BOW) local arrow = AddRecipe("arrow", { Ingredient("rocks", 1 ), Ingredient("twigs", 1) }, GLOBAL.RECIPETABS.WAR, GLOBAL.TECH.NONE, nil, nil, nil, 3, nil, ATLAS_ARROW)
  7. RPG Items+

    Version 1.2.0

    1,358 downloads

    Steam link : http://steamcommunity.com/sharedfiles/filedetails/?id=1152732067 This mod is an updated mod from RPG Items mod by HeavenFall (Questionable Intent) Now fully compatible with Shipwrecked DLC. All items listed below have a 20% chance to gain a magical effect when they spawn (crafted, found or dropped). Weapons and armorpieces get different effects. The effects on weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling. An item that gains a special effect will display a (?) next to its name. This indicates the item is unidentified. Use a Magnifying Glass (available in the Tools crafting tab) on the item to identify what effect is present on the item. Examine the item after it has been identified to get a more detailed explanation. Note that the effect is active whether you identify it or not. If this mod is activated in mid-game then all existing items in the game will have a 20% chance of recieving an effect. Once an item has an effect it cannot be removed. * indicates a visual effect will play when the effect triggers Weapon Effects: Flaming - Sometimes ignites flammable targets * Leeching - Steals health from targets on each hit Freezing - Sometimes freezes freezable targets * Minimizing - Sometimes shrinks and slows targets * Vorpal - Very rarely instantly kills targets * Blessed - Deals additional damage (20 percent) Well-crafted - Deals additional damage (10 percent) Telelocating - Sometimes teleports targets away * Sturdy - Takes longer to break down Terrifying - Sometimes causes target to panic * Poisoning - Sometimes deals double damage over time * Self-repairing - Slowly repairs itself over time (always active) Curses: Slippery - Can slip out of your hand when used * Disappearing - Sometimes vanishes when used * Thorny - Deals 1 damage to user when used Weapon & Tool List : Axe Golden Axe Ham Bat Spear Tentacle Spike Dark Sword Thulecite Club Pickaxe Golden Pickaxe Hammer Shovel Golden Shovel Pitchfork Cane Bat Bat Pick/Axe Fishing Rod Bug net -- Shipwrecked (new) Machete Luxury Machete Cutlass Supreme Harpoon Trident Armor Effects: Sturdy - Takes longer to break down Fireproof - Reduces fire-damage by a third Cozy - Small protection against freezing Dapper - Small bonus to sanity Self-repairing - Slowly repairs itself over time (always active) Healing - Slowly heals wearer over time Faster's - Reduces hunger drain Quick - Increases speed Sentient - Helps wearer understand Science Entombing - Sometimes freezes attacker if struck * Wish-away - Sometimes teleports attackers away * Curses: Hungry - Increases hunger drain Heavy - Decreases speed Tickling - Prevents sleeping Armor and Clothes List: Grass Suit Log Suit Night Armour Marble Suit Snurtle Shell Armor Thulecite Suit Football Helmet Beekeeper Hat Shelmet Thulecite Crown Miner Hat Beefalo Hat Feather Hat Top Hat Winter Hat Spiderhat Rabbit Earmuffs Tam o' Shanter Dapper Vest Breezy Vest Puffy Vest Torch Umbrella Lantern -- Shipwrecked (new) Seashell Suit Limestone Suit Cactus Armor Horned Helmet Particulate Purifier Pirate Hat Captain Hat Lucky Hat Life Jacket Sleek Hat Snakeskin Hat Snakeskin Jacket Windbreaker Blubber Suit Shark Tooth Crown Dumbrella I'm not including any Obsidian items, since they already have their own perk. Please let me know if there's any bug or crash, I've fixed some of the bugs but not 100% sure if everything works as intended especially the weapons which I haven't really tested.
  8. Version 1.0.0

    424 downloads

    Downloads for the weapon tutorial
  9. Magic Bottle Lanterns

    Version 1.1.4

    2,223 downloads

    These bottle lanterns are pretty, magical, and useful! Use your magical knowledge to build these mysterious lights - they look so pretty, there can't be any harm, right? [STEAM VERSION] Thank to Mobbstar, who nudged me in the right direction for some of the coding. Features: - Custom art - Custom animations - Custom strings for all base and DLC characters - Base, RoG and SW compatible - High cost magical-tier items - Automatically lights up/active at dusk, turns off for the day - Permanent light, no fuel required - Destroyable but fire proof Name: Glowing Bottle Recipe: 2 x marble, 2 x fireflies, 2 x nitre (Prestihatitator) Effect: Just a light in the dark. Name: Menacing Bottle Recipe: 2 x red cap, 2 x fireflies, 1 x red gem (Prestihatitator) Effect: There's something about this light that frightening, and has a bad effect on your sanity. Name: Icy Bottle Recipe: 2 x blue cap, 2 x fireflies, 1 x blue gem (Prestihatitator) Effect: A bottle covered in frost, it cools you down. Name: Peace Bottle Recipe: 2 x lureplant bulb, 2 x fireflies, 2 x spider gland (Prestihatitator) Effect: This sweet, calming light will make your foes give up their chase. Careful, it doesn't stop them getting angry again! Doesn't work on giants, ghosts or shadow creatures. Name: Tincture Bottle Recipe: 2 x eggplant, 2 x fireflies, 1 x purple gem (Shadow Manipulator) Effect: This mysterious light helps to heal the lifeforms around it - including your foes! Name: Ember Bottle Recipe: 2 x carrot, 2 x fireflies, 1 x orange gem (Shadow Manipulator) Effect: This light will help to warm you up. Name: Sunshine Bottle Recipe: 2 x honey, 2 x fireflies, 1 x yellow gem (Shadow Manipulator) Effect: Feeling a little crazy? This light will help you feel sane again. Name: Poison Bottle Recipe: 2 x green cap, 2 x fireflies, 1 x green gem (Shadow Manipulator) Effect: This light will damage those around it. You don't seem to be effected, but neither do giants, ghosts, shadow creatures or clockworks. Feedback & Suggestions Please feel free to leave me feedback/suggestions about: - Crashes, typos or errors - Balance issues (they're meant to be hard to make, since their perma-light is powerful) - Power/feature suggestions - Coding (is there a more efficient way to go about these things)
  10. Hi guys, I made a mod to add a structure to the game, the Synthesizer. It is a structure that, when fed with a resource, produce a number of that resource after a time (for common resources, it pop 5 new after a day, but for boss resources, it's only one after an entire week). basically anything that's pickable can be added to the mod, but I limited it to resources so the player can have an infinite amount of finite resources, like gears. You won't have to worry about not finding more gear anymore ! Now for the art. The machine grow the resource like a bee box, so resource appear one by one and can be collected early to stop the growing. What I need is a structure like this : Kinda like the science machine. It has a base structure, an oven opening (open when you can add stuff in it, closed otherwise), a dial with the number of item currently harvestable, a thermometer to show when the next item will end, and a weel that show that the item is currently synthesing (synthetising ?) something. Of course, thoose elements don't have to be exactly what I wrote as long as they serve the same purpose, if you have ideas, feel free to tell them. As you can see, i'm a big d*ck in drawing, even more on a computer. I need someone that could draw the elements in a don't starve style, and make the animations (I think I could manage the animations if you don't want to.). Help me please so you can use this mod as well ! It's currently 90% functionnal, and I just need the animations for last tests ! thanks a lot !
  11. I want to make shining hand item - weapon kind. My base was lightbulb at first, and then "torch" but there came an little issue... I tried following codes: local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),} local prefabs ={ "torchfire",} local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.fire = SpawnPrefab( "torchfire" ) --inst.fire.Transform:SetScale(.125,.125,.125) local follower = inst.fire.entity:AddFollower() follower:FollowSymbol( owner.GUID, "swap_object", 0, -110, 1 ) end local function OnUnequip(inst, owner) inst.fire:Remove() inst.fire = nil owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(48) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets)I also tried the lightbulb one but didn't work at all.. local light = inst.entity:AddLight()light:SetFalloff(0.7)light:SetIntensity(.5)light:SetRadius(1)light:SetColour(230/255, 230/255, 100/255)light:Enable(true)After using torchfire the item does shine when Equipped and stops when not equipped but you know how the torch/willow lighter looks - it has FIRE ANIMATION (yellow sparks, flames thing following the torch stick) Is there anyway to remove showing of flames and leaving only LIGHT? I tried commenting out some lines but effects where like: NO LIGHT AT ALL or LIGHT + FLAMES visible -.- Guess I'm lost :/
  12. Well I tried asking in other thread but they seem dead.. So I'll let myself post a new one. If I have working handslot item in Don't Starve, what I need to do to make it work in Don't Starve Together? The Item is character specific, comes with the beggining of the game and is not craftable (no recipe!) Yet no addictional functions, it's just plain like spear - sharp/weapon tags. When I start the DST server only the host gets the item. Also somehow the HP,Hunger and Sanity of my char are messed up. I think it's ok without the item added (the issues ONLY FOR GUESTS) Host always works fine. I guess it's some small line missing but I can't figure out what and where :/ So basicly: what is the difference between DST and DS hand gear mods? What to add? :/ Sorry if its stupid question.
  13. i have attached the log file, but i keep getting an error, mainly Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. repeatedly, any ideas, help much appreciated! log.txt
  14. I support the idea that bones could be used to tame Hounds in the game as i had also though of this at once point (taming hounds), maybe if they worked in a similar fashion to the smallbirds where they require feeding maybe via a different structure like a dog bowl because having a horde of hounds to fight for you does seem a little easy considering how often they show up and how easily bones from a rabbit for say could be acquired.Another use for bones related to the idea of hounds could be a Pole that stops the dogs from following you like the eye bone from chester, i can imagine having dogs follow you the entire duration of you play through become annoying in some cases... the Pole could look similar to a stick with a bone hanging from it out of reach from the hound like a comical motivation tool seen often in treed mill acts.I apologise if this is not the type of feedback that would be appreciated!
  15. How on earth do I make taffy? Is it a crock pot recipe? A drop? I don't get it!
  16. has anyone discovered how to get it? i have done this: searched around the world(being insane but only in daytime) killed monsters (the ones that drop monster meat) while being insane, tried to kill crawling horrors [impossible(even with tentacle spike and full armor set plus wolfgang )] , and sleeped while in insane state, if anyone has already discovered how to get nightmare fuel please tell me
  17. Thanks!I opened a poll for it... How does this make the game easier?.. except for the marbles the item effects are quiet "low powered".
  18. When a treeguard appeared... T_T, i was at day 7 or 6 i think, nothing to defend myself...
  19. Bug Submission Please choose a category [Graphics] Platform [*]Chrome Version Number - Issue title Strange graphics on start page Steps to reproduce Open Don't Starve Describe your issue
  20. What if pirates spawn sometime after you put too much gold in one chest? They would dock their ship at the coast then try to steal items from your chests (like krampus) and, instead of disappearing into a magical sack, they would run back to their ship. New mobs:Pirate- spawns in groups of 5-8. [Drops- Gold Nuggets, Cutlasses, and Muskets]Captain- spawns from ship once all pirates have been killed. [Drops- Gold Nuggets, and Captain's Hat]New items:Cutlass- has the same durability as the spear, and does more damage than tentacle spike.Musket- can fire 50 shots before breaking, using Musket Balls as ammo.Musket Ball- Used as ammo in a Musket.Captain's Hat- obtained by killing a Captain. When wearing this, you can trade gold to a Captain for Musket BallsMaybe even a boat or other items on the ship.
  21. Bug Submission Please choose a category [Gameplay] Platform Chrome Version Number 70861 Issue title Items all locked again, research points at 0 Steps to reproduce The issue appeared when I opened the game after updating chrome, and is a permanent issue during gameplay. Describe your issue After I updated Chrome, I continued my game only to find that my research points had been reset to zero, and everything I'd unlocked was now locked again! It took me quite a few games (and a fair amount of gravedigging and ghost-dodging) to unlock everything, and to have to go through that again without the help of graveyard items is pretty daunting. I still have all of my items from when I unlocked them the first time around, like my gold tools and alchemy engine, but I just can't make any new ones. I'd really love to get back into playing, is there anyone else who has this problem, or any way it can be fixed?
  22. Suggestion: Distract Items

    New Distract Item: Blinding Dart • Blinding Dart: Throws a dart that blinds the enemy for 5 seconds. Any guards near the blinded target will be distracted.
  23. Hello forum! I had a thought whilst exploring some unmarked graves to the North of my encampment a couple of days ago. I had packed my kitbag full of essentials to last the night, but in a somewhat foolhardy moment decided to pitch my fireplace next to a rather large spider mound...the long and short is that I spent a *very* eventful night dancing with spiders and turned out to have been very fortunate in finding a short lived amulet in a gravestone earlier! Anyway, I digress. I thought, seeing as being out at night seems very dangerous surely spiders must be able to see in the dark? Their nightly activities and big eyes certainly suggest a certain nocturnal preference! - Now most animals that can see in the dark have reflective lenses within their eyes. Considering the beautiful, yet haunting lighting given off by fireflies, I propose that spider eyes also gleam with a similar light. Potentially only if lit by the ambience of a campfire or other light source... Imagine wandering in the woods at night with nothing but a torch or mining helmet to suddenly see hundreds of gleaming eyes staring back at you from the darkness! - Truly an eerie, if not terrifying sight to behold! What do the rest of you guys think? Gleaming spider eyes or no? Let me hear your responses and comments Spook x
  24. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Invisible birds on traps Steps to reproduce 1. Put a trap and bait it with berries 2. Left it and come back after a while Describe your issue I left those traps on the floor with berries as a bait and I went exploring into another island. When i came back to my base i check them and there were no birds but the traps were jumping and jumping like if they had trapped something. Still i got the loot but the birds were invisible.
  25. When Dropping an item that happens to land right next to the ocean it is very hard to pick it up because you cant get around it. There should be something to enable you to get it