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Found 93 results

  1. 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!
  2. Hi there, I'm going to post here the same thread that I opened in Steam's Workbench Discussions, hoping for better luck. To be honest, I tried to develop the mod by myself, following Cairath & others guide, but it's too difficult for me. Welp plz! --- To put it short, I'm thiking about a mod that lets us grow olives - like with Arbor Tree, lets say a batch of 100 - 200 olives per "branch" for a total of 1 tonne of material as full yield. Then, using Microbe Musher (okay, maybe the oil can also be used for cooking in Electric Grill and Gas Range, and used as a mood booster like salt, in mess hall) we can "squeeze" 1 liter of olive oil (Extra Virgin quality, because it's lordly xD) from 1 kg of olives obtained from the modified Arbor Tree or whatever. Alternatively, 1 tonne of olives for 1000 kg of EVO oil. Just as with Algae Terrarium, the product of the Microbe Musher has to be bottled (the machine will drop a bottled liquid). It can have interesting cooling properties and params. --- Freezing point: −6.0 °C -> Solid Olive Oil retrieved here Vaporization point: 700° C -> Olive Oil Gas retrieved here Specific heat capacity: 0.17 retrieved here Thermal conductivity: 1.97 retrieved here Light absorption: 20% (a rough esteem of mine, sorry) Mass per Tile: 1000 kg Density: 0,9137 (at 20° C temperature) retrieved here Properties: Combustible Liquid, Liquid --- Someone can develop a mod for this? Thanks anyway & cheers!
  3. I am trying to create a set piece that only generates once. Have I have right now generates it correctly but there more than one. --import some needed stuff local Layouts = GLOBAL.require("map/layouts").Layouts --this is where we add the setpiece local StaticLayout = GLOBAL.require("map/static_layout") --this helps us load the setpiece Layouts["surface_lightbulb_fissure"] = StaticLayout.Get("map/static_layouts/surface_lightbulb_fissure") --index your setpiece AddRoomPreInit("Forest", function(room) --"Forest" is the biotope in this case if not room.contents.countstaticlayouts then room.contents.countstaticlayouts = {} end room.contents.countstaticlayouts["surface_lightbulb_fissure"] = 1 --add one end) The code above is based on the set piece tutorial from http://dontstarveapi.com/tutorials/creating-your-first-mod/setpiece/ Also I tried looking into how pig king or the lunar island's alter pieces are spawned but I don't really get it. :l Edit:Nvm it's on the 2nd post for the tutorial forum post. Solution: AddLevelPreInitAny(function(level) if level.location ~= "forest" then -- only in overworld return end if level.required_setpieces == nil then -- if required_setpieces does not exist already, create it level.required_setpieces = {} end table.insert(level.required_setpieces, "surface_lightbulb_fissure") end)
  4. 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.
  5. 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.
  6. SpoonyBardIV

    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
  7. 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
  8. 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 :////
  9. 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
  10. 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?
  11. 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.
  12. Nightinggale's mods list List of mods Black Hole Garbage Disposal - remove unwanted items to increase FPS in late game Coal Generator Delivery Fixes - improves control of coal delivery chores to make the coal generator more useful Half Door - 1x1 Mechanized Airlock High Flow Storage - liquid and gas storage with many pipes in and out of each building Pipe pressure valves - compress pipe contents from many small dots to a few big dots Piped Output - Adds pipe output to buildings releasing gas/liquid to the room while maintaining the room release if no pipe is present Player Controlled Switch - The player can toggle all switches without needing duplicants to do anything Sensory Overload - Adds plenty of new sensors for automation Water Sieve Dynamic Clone - adds (instead of replaces) a Water Sieve with dynamic output temperature (Obsolete due to changes in ONI) Launch preview branch support Due to difficulties supporting two versions of ONI, the steam releases are all for the live branch (Quality of Life 3). All mods have been updated for Launch of GitHub, but they require you to manually installing the mods. I highly recommend subscribing to this thread if you have manually installed mods. Steam link (Visit steam for longer mod descriptions and screenshots) GitHub repository
  13. I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Steam: https://steamcommunity.com/profiles/76561198076768290/myworkshopfiles/?appid=457140 Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Due to having over 35 mods it's become awful to keep their list maintained in two places. Full list of mods with their descriptions is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md
  14. 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
  15. 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.
  16. Hey there, this is a short story depicting how SCP-049 made it from Don't Starve Singleplayer to Don't Starve Together. You can play as SCP-049 by downloading the character mod from Steam: [Singleplayer] [DST] In addition, there is a tale that takes place before this one. It depicts how SCP-049 got captured and sent into the Constant. Anyways, here is the story. SCP-049: "Your Show Must Go On"
  17. 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.
  18. 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
  19. 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 -----
  20. 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!
  21. 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
  22. 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?
  23. 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
  24. 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
  25. 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