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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

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Found 95 results

  1. Larger Ruins!

    Hey, everyone! I'm back again with another mod, and this time it's one that people have asked for since the beginning: LARGER RUINS! This mod increases the size of the major Ruins (Aporkalypse, Mant, Pugalisk and City) to 128 rooms! Gone are the days of walking through 5 or 6 rooms to get to the other islands... Now you'll have to scrounge together the scarce resources available to you on the starting island until you are well enough prepared for the long and dangerous journey. The size of the BFB Cave has been increased to 64 rooms as well, so if you aren't prepared enough for a long trek home, you might want to hide in the nearest Deep Rainforest until the BFB passes... I might make a few changes to the mod at some point, but here it it, for now: https://steamcommunity.com/sharedfiles/filedetails/?id=2036543278
  2. Sometimes, Don't Starve Together can come up with new items, and so new strings on the character's speech files are created. And because of that, it's possible that the speech files I created may be outdated from time to time. And when I try to manually input those strings into my mod's speech file, the speech file becomes broken and defaults back to Wilson's. So, I'd like to know if there's a way I can catch those new strings and insert them into my speech file without breaking it! If it is possible.
  3. I've installed the Creative Commands mod, and I'm trying to build a custom map- But halfway through I get this error. I'm about 98% sure the issue is houndwaves, and I'm positive Creative Commands is the mod causing the problem. Is there any way I could go into the scripts and fix it? Also, sorry about posting twice. I wanted to move this from unnatural selection but I couldn't find the delete button :////
  4. Could someone help me with some of my custom perks of my character, please? I would really appreciate it the perk would be: - slowly regain sanity and life by hiding with the bush hat I would really appreciate for the help
  5. Hi, everyone! I know it's been a while, but I finally finished my World Generation mod for Hamlet. What does it do, exactly? Well, I'm just about to tell you! Hamlet Worldgen: Improved is a World Generation mod for Hamlet that fixes the issue of biomes being ripped into several small fragments. Haven't you ever noticed that the individual biomes in Hamlet are a little bit smaller than the ones in RoG? Well, this mod turns these worlds... Into THESE worlds! It makes the biome size in Hamlet world MUCH more consistent, and quite a bit larger. As an added bonus, it also increases the world size for ALL world types (RoG and SW included) to 650, which is quite a bit bigger than before. Now, your worlds will seem a lot more like large continents than small islands. It's not perfect yet, but it's a heck of a lot better than the World Generation that Klei gave us. If any of you find any issues with the mod, don't hesitate to tell me. Here it is, so go and get it! https://steamcommunity.com/sharedfiles/filedetails/?id=2026668250
  6. I play the game on Geforce Now. It tells me to reboot when I want to activate the mods on Steam. The game closes when I reboot and I cannot load the mods. can you help me?
  7. I really need help with making my **first** generator , i am always getting a slider error and i have absolutly no idea how to fix that. if someone has time , please.
  8. Hi! As the title says, im trying to make a custom charater able to use Maxwells Diary. So far, Ive seen and downloaded other steam Workshop mods of characters who can, but Im unable to understand what part of the code makes him able to. Ive even tried copying the entire code of maxwell inside my character.lua but no avail, it does not crash but he cant use his diary. Maybe its the diary itself the thing I have to modify? If so, I would be even more lost Thanks, any help is welcome
  9. Hi! I'm Aki. I'm a relatively new modder, started in 2019 December, mainly focusing on custom art assets and original content. So far I have released one mod on my own, and contributed a little bit to 3 released mods on Steam. My Asphalt mod on Steam: Asphalt on Github Mods I have contributed some artwork to: Extra Marble Sculptures by CynicalBusiness Thermo Sensor Tile by Stephen Alarm - Notification Trigger by Cairath I'm currently working on a new, more ambitious mod centered all around decor buildings and new decor options. This mod has been in development for about a month now. I'm trying to make sure most of these buildings have additional use and function beyond just being pretty. I will update new completed buildings here and post the test versions when I have one ready. For now, here is some sneaky previews: (Yes the default tiles have bad tiling. Won't stay like that) This is all for now, thank you for looking! Feedback, suggestions and alike are welcome.
  10. hey can some one please please help me, ik that the coding's for perks go into the character lua I just don't know where it needs to be in, dose it need to be in local prefabs or local fn = function(inst) please help its very confusing every time I try looking this up and theres 0 videos on what to do.
  11. So, as the title says, I need some help to make an equipable item open you a tab when you equip it (or when you drop it in the floor, like the codex umbra), from where you can "craft" maxwell shadows. Ive been trying to port the code from the codex umbra, but so far ive only got a ton of errors. Any help or orientation would be of much use, Thanks! The item should only usable by this custom character, and not anyone else, pretty much as the codex umbra. I just cant seem to make the code work, even with the codex as reference. I dont get how it works exactly, so Im a bit lost alastor.zip This is my character code right now, I removed everything about this topic because Im unable to make it work.
  12. Hello dear friends, it is me again, Lazzary. And I am in need of help once again. My character as you know it Wushi, had a few problems and after multiple requests, i decided to nerf her. The thing is that now she isn't that special anymore. And the swimming mechanic I intended to implement in her might do the trick. So, if anybody can help me please do. I tried a little of work too, with some hounds swimming mechanics, and well boats. But that didn't work out so well, cause I didn't knew how to use them, so maybe someone more experimented can help me out! ghost_wushi_build.zip wushi.zip wushi.tex wushi.xml wushi_none.tex wushi_none.xml ghost_wushi_build.zip wushi.zip usage.txt avatar_ghost_wushi.tex avatar_ghost_wushi.xml avatar_wushi.tex avatar_wushi.xml self_inspect_wushi.tex self_inspect_wushi.xml wushi.tex wushi.xml names_gold_wushi.tex names_gold_wushi.xml names_wushi.tex names_wushi.xml wushi.tex wushi.xml wushi.tex wushi.xml wushi_silho.tex wushi_silho.xml modicon.tex modicon.xml modinfo.lua modmain.lua wushi.lua wushi_none.lua speech_wushi.lua EDIT: I might have put a lot of unnecessary crap but hopefully you're okay with it!
  13. Is there any 'still alive'' threads in this forum for people trying to form partnerships to create mods? or You, beautifull person reading this, is one or knows of someone who wanna create cute mods but is looking for someone to draw it or help to find some cool stuff to add into a mod? i've tried to search for it in the topics around here but aside from the 'unnatural selection' one which i think they're not looking for anyone anymore since i think it's something more specific and there's already manyy artists in there, i couldn't find any more topics about this or about people looking for something in specific, the most recent one the guy who was looking for artists hasn't logged here since 2018 °n° the thing is, i have sooooo many mod ideas and even tried to edit/duplicate some existing mods and replaced stuff in it with custom images, decor items, new floors, even pets, but when it comes to ''making it into a real standalone mod i Always run into errors because i don't know how to code this game, but i have edited the visuals of many mods and 'vanilla' stuff and they work well and look really cute and i wanted to share as real mods but can't 'cus i just can't code things right so they only work as long as i don't touch the code just the images xD AHAHAHA or else it goes POOFF and breaks haaahhahha so if someone wanna have fun creating cute items for dst and knows how to code and/or at least clone some vanilla stuff [xD For real i can't even get this part right] so i can add the new custom images in it [convert .tex images,edit and replace with the new images part i can do just right, just making these stuff standalone mods which peoplecan subscribe to this part always goes wrong for me and crashes my game xD] just let me know here or if there's already a thread to look for people like this if you can guide me to the right direction is also appreciated thanks anyway <3 love u all
  14. Hi there great people of this forum first things first, i'm attempting to ''clone'' a basic mod, to change the art and items in it. following the instructions i saw in the dst files itselt, "start by choosing what you want to edit and copy/paste it, and edit to create my own mod" etc i did that. edited all the images, no problem, if i try to just edit the ''visuals'' of vanilla things i can make them work ingame, BUT the problem is when i copy and paste the files to a new folder custom named to create a 'whole new mod'' which is the goal since i want to upload in the workshop and have my friends who play with me always actually ''see'' what i ''see'' here because i have a few vanilla things ''only visually edited'' in my 'personal dst files' replacing the 'vanilla' images, names, or proprieties, so only i can see the thing i've edited for fun but i'm trying to make them 'actual mods' so i can share with the friends in my server. anywayy this one i tried to start with is a kittykit, it has a special item 'catnip' i've edited all the images from the kittykit, and all the strings from the characters interaction with it, names, description etc, these worked already when i only messed around with the strings, and images on the original mod so only i could see it ingame like that, all other players would see the ''original art and dialogs'' from the original mod. since i haven't changed the 'file names' ut since i'm trying to copy and edit to make a new mod, i have to change all the words to represent the 'new mod' like i've called it a 'black kitty' and all the images from the kitty i've changed the words to 'blackkitty' and all the ones which showed the word for the other custom item to ''catnip' since the new item i want to be a catnip pack. BUT then comes the error it says it can't find the catnip.zip but i've changed all the words to catnip, made sure it's all in .zip format because i've read in another question/forum this couldbe the problem, the file being in .rar format, or the files inside in a different format, but idk what to fix, there where 2 folders with this same name in the original mod, one 'exported' one, with a folder inside and a .zip inside this one, where there was a png, a animation and build xml inside and they're still there, only changed the image inside to a catnip, and the name to 'catnip' aswell and there's an anim folder with a catnip.zip inside with a anim and build .bin and a .png and .tex '-' so i don't know what isn't being found to try to fix it nor which of these 2 folders with the same name is the one returning this error. anyway the files are below.. i hope someone can help me, if i ran into this problem in the future maybe i can fix them aswell with some instructons given to this one. i've tried searching for this inthe forum aswell but they weren't the same problem but with other file extensions and were fixed with other steps or insertings certain strings/codes in other files i even tried following a few but in the end the instructions didn't match my error so i ended up in the same place i've started so decided to ask here the mod folder below, i've uploaded to my drive -i've never shared a link from there so if anyone can visualize/download the files just let me know i'll try to figure it out how to share it properly https://drive.google.com/open?id=1VpsSACHdpc1OMMez_5b9ucSIEpNN9VII edit: adding a .zip of the whole mod itself,i though i coulnd't upload it directly in here but aparently it's possible haha Blackkitty mod.zip and the image log i got when trying to run a test world with this mod [as it's own standalone mod] activated ----._. i talk a lot, i know....sorry, but please bear with me....loveu already and thanks for the patience -----
  15. hi here is the button i want to move (the flag) i would like to move it at the red cube near day survived without pressing TAB to show the button if someone can make that please respond to me have a nice day
  16. Here's the thing, I was trying to fix the anim issue of Deluxe Campfires 2.11, which has a super large anim that's blocking a large area on screen for mouse to interact. I decompiled the ice_star_flame.zip with krane.exe, changed nothing, put the outputs to mod's exported/ice_star_flame/, delete the original ice_star_flame.zip in anim/, start the game, according to the console prints, successfully compiled, enter my world, at last, found out the anim's already totally diffrent from the original anim(or your can say it's totally broken). There, I'm just wondering is this supposed to be like this, or it's a bug of the ktools? Must I get the original Spriter project to modify what I want? Or else I'll have to completely rebuild the anim with what's left in the krane.exe's outputs?
  17. Im trying to make my custom character say random lines when he attacks, and so i copied the code from the marble stuff (when you carry the suspicious marble stone, you can get more than one sentence), but it does not seem to work. It does not give any error, just doesnt say anything on that part. this is the attack speech code BATTLECRY = { GENERIC = { "Lets get messy!", "I have... something for you", "It will be over quick", "Someone has to do it... and I want it to be me!", "I have come for you", "Your finality approaches...", "Now, lets dont lose our manners!", "Hehehe, this will amuse me", }, PIG = "I've killed lots like you", PREY = "Lets have some fun", SPIDER = "Just a bug", SPIDER_WARRIOR = "Come here, pal", DEER = "Destiny", }, And this is the marble speech, i cant figure out why it does not work ANNOUNCE_ENCUMBERED = { "Huff... ", "Hahah... God dammit...", "I need to.... work on my muscles", "This isn't... gentleman's work...", "I feel kind of lost...", "I hope I dont... mess my hair", "Hngh...!", "I miss my powers... so much!", "Dont I... have anything better... to do?", }, Thank you very much
  18. So recently, I got back into relearning how to make custom characters using the extended character template. As a good friend of mine wanted me to make two for him. And all was going well until I went to test out my progress in game, only for it to turn up invisible. I searched for some answers and found the animation folder wasn't compiling after deleting it. I've looked through my folder and I can't seem to find the issue. So far I have only changed around the names and mod info and drew all the assets for the character. I'd be very thankful if anyone could help me out. I included a zip of the character folder. szuzu.zip
  19. Hey all! For the past few days i've been working on some code to put the head/base skin option for Modded Characters. And I have finished! And felt it was optimised enough to share to the public! All I ask for you, is to credit me if you do end up using this! What do I need? -My File! : skins_api.lua (You can rename it to whatever you want, but I named it to "skins_api" for this tutorial) -Some basic knowledge of compiling -You should probably have a finished character mod before attempting skins, haha Something to note, Make sure, for the name of your skins you will HAVE to name it in the way shown below "prefab-name-of-your-character_skin-set" Some correctly named skins would be... "wagstaff_roseate" "wheeler_nature" "warbucks_victorian" "wilba_formal" The skin names below are NOT correctly named "nature_wilba" "gladiator_wheeler" "magma_wagstaff" --For reference, Here is a list of all the skin sets in the game! GoH - formal Survivor - survivor Triumphant - shadow Roseate - rose Costume - [skip] Gladiator - gladiator Snowfallen - ice Verdant - nature Victorian - victorian Magmatic - magma Hallowed - [skip] Wrestler - wrestler Now that we made that clear, You're going to want to create... well your actual skin! If you've followed the Extended Character Template (Which i'm pretty sure you obviously have) you can simply download it again, or if you already have it, and then get your exported folder and start drawing your new skin! What'd I reccomend is copying all your characters files over to this new exported folder and then start drawing your new pngs. Now you can finish drawing the assets or set it up and move on to the code and finish the art later. Once you are done your art run the game and the autocompiler should run exporting your skin into an zipped folder in the anims folder. You'll want to download the file I put in the beginning of this tutorial and put it in your mod, like this! (Again, using the name skins_api, but you can name it to whatever you like!) Now, you'll want to put this code in your modmain.lua --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.wilba = { "wilba_victorian", --Hornet: These skins will show up for the character when the Survivor filter is enabled } --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["wilba"] = { "wilba_none", "wilba_roseate", "wilba_victorian", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("wilba") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file --Skin STRINGS STRINGS.SKIN_NAMES.wilba_none = "Wilba" STRINGS.SKIN_NAMES.wilba_victorian = "The Victorian" STRINGS.SKIN_QUOTES.wilba_victorian = "\"WILBA'TH DOTH NOT WANT WEARETH O' MOTHERS DRESS!\"" STRINGS.SKIN_DESCRIPTIONS.wilba_victorian = "Wilba's tendency to go Full Hog was simply not enough to stop her mother from dressing her up all fancy-like." Now that you've done that, it's time to actually create the skins code-wise! You will want to head over to your characters _none file. I named it "wilba_skins" but you can keep it as character_none! Whatever you wish --Hornet: This is how I did my skins prefab file!, Obviously youll need to change all instances of wilba to your characters prefab name local prefabs = {} table.insert(prefabs, CreatePrefabSkin("wilba_none", --This skin is the regular default skin we have, You should already have this { base_prefab = "wilba", --What Prefab are we skinning? The character of course! build_name_override = "wilba", type = "base", --Hornet: Make sure you have this here! You should have it but ive seen some character mods with out rarity = "Character", skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", }, skins = { normal_skin = "wilba", --These are your skin modes here, now you should have 2. But I actually have 4 for WIlba! Due to her werewilba form and transformation animation werewilba_skin = "werewilba", --If your character is a character like Woodie or Wilba with multiple transformations then youll want to have multiple skin modes transform_skin = "werewilba_transform", --Usually your character should have "normal_skin" and "ghost_skin" and Yes! You can actually edit the ghost skin to your liking ghost_skin = "ghost_wilba_build", }, assets = { Asset( "ANIM", "anim/wilba.zip" ), --Self-explanatory, these are the assets your character is using! Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) table.insert(prefabs, CreatePrefabSkin("wilba_victorian", --Now heres the fun part, Our skin! I did "wilba_victorian" but you can do whatever skin set you want! { base_prefab = "wilba", build_name_override = "wilba_victorian", --The build name of your new skin, type = "base", rarity = "Elegant", --I did the Elegant Rarity, but you can do whatever rarity you want! rarity_modifier = "Woven", --Ive put the rarity_modifier to Woven, Doesnt make a difference other than say youve woven the skin skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", "VICTORIAN"}, --Notice in this skin_tags table I have "VICTORIAN", This tag actually makes the little gorge icon show up on the skin! Other tags will do the same thing such as forge, yotc, yotp, yotv, yog and so on! skins = { normal_skin = "wilba_victorian", --Rename your "normal_skin" accordingly werewilba_skin = "werewilba", transform_skin = "werewilba_transform", ghost_skin = "ghost_wilba_build", --And if you did a ghost skin, rename that too! }, assets = { Asset( "ANIM", "anim/wilba_victorian.zip" ), Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) --If youd like to make more skins, simply copy the CreatePrefabSkin function and accordingly make new skins you want! return unpack(prefabs) Congratulations! You've created your prefab skin! And now, it's time to test! Congratulations! You did it! I'll be going over skin portraits and swap_icons right now You may have noticed there's no icon here. Well that's because there's no SWAP_ICON! You will find your swap_icon image in the exported folder of your skin. The image should be around 192x192. Make sure the pivot of the symbol is in the middle in the spriter file! If you for some reason don't have this swap_icon, you'll want to make a new folder named SWAP_ICON, put your 192x192 image. Go to spriter and plop the image down, and make sure the pivot of the symbol is in the middle! Next, open the game up and let the compiler run and badum! You should get something like this once you load into the game. Portraits Once you're done drawing your portrait, you'll want to have your xml and tex as usual You can use the game’s autocompiler to compile your tex and .xml from a .png or use Handsome matts Tools(https://forums.kleientertainment.com/files/file/73-handsome-matts-tools/) to manually decompile the tex. However, you’re probably going to need to change your xml file to this <Atlas><Texture filename="wilba_victorian.tex" /><Elements><Element name="wilba_victorian_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.36181640625" v2="0.99951171875" /></Elements></Atlas> If you haven't noticed, the name variable here is going to need a "_oval" at the end of the skin name, so go ahead and put that in if it isn't like that already! Woo! And of course don't forget to declare the big portrait assets in modmain.lua like this. Asset( "IMAGE", "bigportraits/wilba_victorian.tex" ), --Into the Assets table in modmain.lua Asset( "ATLAS", "bigportraits/wilba_victorian.xml" ), And there you have it! That's all! Let's go over some obvious things Am I allowed to create skins for Official Don't Starve Together Characters? No. Am I allowed to create skins for Non DST Don't starve characters such as Walani, Wagstaff, Wheeler, Wilba, Woodlegs and Wilbur? Maybe? I get a lot of mixed answers from people and i'm not too sure on that. Obviously you can see I've been using Wilba as an example this entire time. I'm not going to release these skins without an official clear answer If there's something you don't understand please PLEASE tell me! It's my first tutorial and i'm not sure if I explained everything well. Happy modding!
  20. Dear modding community, Let me just say I don't have any idea how to mod or if it would be possitble so hereby a request. Would it be possible to create a mod that let's you build for example a ladder or tile in a checkered pattern, like ladder/empty/ladder/empty etc. This would be really helpfull when building acces areas to a place where you want access but not cancel the build order in a checkered pattern. Maybe it could be an option when you select the ladder to build and like the priority settings select pattern or even e new "ladder building" which is 1 block high and 2 wide with one ladder and one empty space. Let me know the thought or if this would already exist in the current mod files. A fellow dupe manager
  21. I have this working perfectly but what i'm trying to do is create multiple items instead of just one, what do I do with this code to make it so I create multiple anememy traps? local dug_trap_starfish = Recipe("dug_trap_starfish", { Ingredient("redgem", 4), Ingredient("trap_teeth", 2)}, RECIPETABS.WAR, TECH.SCIENCE_TWO) I thought it was num = * but I don't know.
  22. Hey so I have been trying to make my own character, who is a bit of a clone off of wortox but in trying to make it my own, but I seem to be running into error, and I''m not very good at lua scripting, If anyone can help me out here I'd greatly appreciate it, and if you want I could do art for your own character as a thank you, so right now i've been getting these errors and cant seem to figure it out, Ill attach everything ive ran into so far and ill also give the files as well Wolfshier character v1.0.3 for forum.zip client_log.txt DxDiag.txt
  23. I would actually like to create this myself since it appears (I'm guessing) to be a simple logic looking through an object and randomly selecting what is available. Unfortunately, I cannot seem to follow the steps to get my MS VB 2019 configured so I can try this out myself. Any assistance in either setup or actually making this mod would be great!
  24. Hi. I was wondering where I could find the golden texture for the name in don't starve together? I'm talking about this one right here. I can only find the gray one. Thanks.
  25. I've been looking into saving game state to file system. Specifically, serialize all the lua tables relevant to the game state into json. This will pose two obvious challenges: a) some game objects may be recursive; b) functions cannot be sensibly serialized in general. There are quite a few libraries and methods to go about this [1]. And the game already uses a few methods (namely `./scripts/json.lua` and `./scripts/inspect.lua`). The idea is that we can iterate over the common game tables such as `TheWorld`, `ThePlayer`, `TheNet` etc. recursively, and convert each key-value pair into string, indenting appropriately. This is already implemented in `debugtoosl.lua:dumptable()` as well as `table.inspect()` both of which can serialize/convert a `lua_object` into `String`, which can then be printed or saved into a file. The issue is, when I tried `table.inspect(ThePlayer)`, or `table.inspect(ThePlayer.components)` or even `table.inspect(ThePlayer.components.Builder)`, the game simply ate all my 8G of RAM and got killed by the OS. I wonder if it would be possible to write to a file incrementally instead of creating the whole representation in RAM, holding the string in RAM then writing it to a file. Using common tools to inspect (deeply nested) `json` data, it would make it easier for Modders to learn about how this game works in general and would prove to be a very good mental model and guideline for reading and modding the game source code. In the end, I'm looking to get something like this (after loading the `json` into some `json` inspector; heck even Chrome can inspect `json` files with tree-like inspection support): _G ├── TheNet ├── ThePlayer │ └── Components │ └── Builder └── TheWorld └── SeasonManager p.s. This would also make tools like DSTed [2] very powerful, enabling users to traverse game state that was stored during game play. [1] http://lua-users.org/wiki/TableSerialization [2]