Search the Community

Showing results for tags 'mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
    • [Griftlands] - Suggestions and Feedback
    • [Griftlands] - Mods and Tools
    • [Griftlands] - Localization
    • [Griftlands] - Bug Tracker
    • [Griftlands] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Beta Branch
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out! (Early Access)
  • Griftlands
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Beta Branch
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out! (Early Access)
  • Griftlands
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Categories

  • Hot Lava - Bug Reports

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 237 results

  1. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  2. Version 2.3.0

    402 downloads

    This mod is simply a collection of minor gameplay/console tweaks that i use. Currently six tweaks are enabled, and i actively update the mod as i add others . All tweaks are togglable in the customisation menu. Compatible with Vanilla DS, RoG, and SW, and available on steam here #1: Machetes for faster picking/harvesting Adds machetes to vanilla/RoG games, crafted exactly the same as SW. if you pick something (like grass, reeds, berries, etc) you can slice it with the machete instead, dramatically decreasing the amount of time it takes. machetes in SW games also have this functionality added, however they otherwise behave exactly as normal. The animation for slicing is pretty rudimentary at the moment, and im planning to beautify it. Config: the amount of durability lost when slicing #2: Colder Snow Chester snow chester now chills enemies that attack him, slowly freezing them! this makes him tougher to kill, so you're less likely to need to get your hands on another 9 blue gems if something (probably giant related) goes wrong Config: The amount that chester freezes his attackers with each hit #3: Renewable fireflies Fireflies are now renewable! fireflies will munch on rotten meat left near them, and have a baby if it fills them up (no, this isn't at all how it works in nature). it's as easy as that! Config: The fertility of fireflies, i.e. how quickly they eat + how likely they are to reproduce after eating #4: Use spacebar on traps pressing the action button (spacebar) near sprung tooth traps now resets them! This tweak is made SIGNIFICANTLY more useful if you set "set trap collection" to deprioritise or disable (see tweak #4) - this makes the use and resetting of large fields of tooth traps much more streamlined, so you dont have to worry about RMB-ing every single trap #5: Spacebar avoids flowers (etc) Several items (currently normal/evil flowers, set traps, and lit lanterns. comment/pm me if you want others! theyre easy to add) now have the behaviour changed when you press space near them. instead of just picking them up as normal, they will either be picked up if there is nothing else the player can interact with around, or just be ignored entirely. this behaviour an be over-ridden at will by holding the CTRL key when pressing space Config: Each individual item can be set to be collected as usual by a spacebar press (Default), collected only if there is nothing else around (Deprioritise), or ignored entirely (Disable). these all default to deprioritise. #6: More console commands adds a bunch of console commands for if you want to cheat. theres nothing balanced about these, theyre just there for if you want to ruin the game for yourself. I know i sure sometimes do! documentation for added commands under the cut, or type c_flohelp() into the console I'm not great at art so none of these tweaks have visual components, but with that in mind, if you have a tweak or additional command you would like to see implemented comment below! i tried to keep things fairly balanced <3
  3. Version 1.5

    1713 downloads

    WARNING: If you are looking for the Multiplayer (DST) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. >Shipwrecked: Ganja bushes will spawn in the meadow biome. Also ganja and seeds might drop from the slot-machine and treasures. --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja must be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== LATE HISTORY (post DST launch) A lot of good feedback was received, our mod ended to be a huge success with many likes and stars, a mountain of stoners use it. But many many requested a single-player version, one to work with base-game only, original Don't Starve, Reign of Giants and Shipwrecked. At this production time we couldn't put much effort to do so in lack of time for this project, we're catch by others things, and if not only by that we realized how hard it would be to port ir from DST to DS, we tought initially that would be peace of a cake (blame Klei for that -- why the devided the game in the first place, DST should be an multiplayer option within DS -- money, always money), ended to be a nightmare and so we had to cut one thing or two and devide in two ports; one for those who got DS only and one for those who got DS/RoG/SW or DS/RoG or DS/SW. Success, after many months we managed to do it! (Many thanks for Bush Doctor, who did most of the porting job, as I were very compromised with other things). We may had promised to present the 'Ganja Foods' set and the 'Weeder' character, believe or not it's actually almost done, both of them, but they might not hit road for good... maybe ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload ==== TODO -Possibly rearrange the ganjabush prefabs into a single one again. -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a litte. -Add a gnome easter egg -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes.
  4. Disclaimer: This is entirely made to give lore/backstory to the mod "SCP-049" (made by me). You won't have as much enjoyment reading this if you are not a fan of the SCP franchise. Also, this counts as art shut up. (i couldnt tell whether to post this here or in the mods section, but because this is technically more of me showing off something art-related more than me plugging my mod, I ultimately decided to post it here. Also don't worry, there's still Don't Starve references to get.) You can play as SCP-049 here: Singleplayer: https://steamcommunity.com/sharedfiles/filedetails/?id=1663540284 DST: https://steamcommunity.com/sharedfiles/filedetails/?id=1847716441 The Story Continues...
  5. Version 1.0.0

    359 downloads

    Beds for your Hamlet house. This beds function like the tent but with unlimited uses. Can be found under the chairs tab. DS and Hamlet are needed.
  6. 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!!!
  7. Anyone know how to push "cold shaking" animation on item mod? https://gyazo.com/afbf5f9e4a3a597fe6925913ef8aa80a
  8. Hey I trying to practice custom items but my custom item dont showing on hand. My item is called chocolate_weapon Crystal The Wolf Praktyka.rar
  9. Version 1.0.0

    232 downloads

    Do you enjoy it like me to come home after a day of work, and light the firepit in the livingroom befor you grab a book and sit in an armchair? No? ...well... have some stoves then, I guess... This 5 stoves function like firepits. You will find them under the lamps tab in your hamlet house. DS, SW and Hamlet is needed. New Stoves for Hamlet.zip
  10. I'm making a character who has a phobia of lightning. I'd like to make it so every time there's a lightning strike, there's a sanity penalty. I have no idea where to start, though. I know that I need to write in some code in the character's main script page, but that's about it. Can I get some help? (If there's already a topic covering this, just link me to that. I find navigating forums to be incredibly difficult...)
  11. Yep, it's me with flamey again BUT... i want him to take damage by being wet. Does anyone know how to do it? (and where i should put the code .w.) Edit: I mean, like WX-78 but without sparks
  12. Hello, my name is Mercy. I'm working on a mod character named Gwen, the Faithful whom I'm programming. Whereas I'm hiring an artist to produce the artwork. My main issues are that I don't know how to get a few of the perks finished. As well as need references to characters with some of the other perks. Below I will list my character's perks in detail, with a checklist above the detailed explanation. In addition, I will give a character biography. Character Bio: 150 Health, 150 Hunger, 200 sanity. Has been here before. Hence knows most things about the DST world, as well as aware of the cast of characters. Is a vegetarian and a peace loving person. Hence is against hurting creatures. Is a masochist and amused by her own pain. Is clever with references to other worlds. Green = Done; Purple = Uncertain; Red = Incomplete Has been here before: Can craft Night tools by default. (In Sight tab) Can craft Rickidy Staff by default. (In Sight tab) Knows first science level by default. Still requires level 2 science station. Knows first magic level by default. Still requires level 2 magic station. Cooks in half the time. Picks things in half the time. Un-named Perk: Regenerates health at the cost of hunger, if already damaged. (+2 Health & -1 Hunger per minute) A little bit awry: Is a vegetarian. Scared of non-nightmare aggressive creatures. (Rate of Wolfgang) Loses sanity upon killing friendly creatures. (-5 sanity per kill) Starting Items: Starts with a Rickidy Staff. Starts with 1 Hounds Tooth. Starts with 2 Twigs. Starts with 2 Nightmare Fuel --- --- --- --- --- --- --- --- Can craft Night tools and Rickidy Staff by default: (Working on adding the custom crafting tab) File: modmain.lua AddRecipe("rickidystaff", {Ingredient("twigs", 4), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightaxe", {Ingredient("twigs", 1), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpickaxe", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightshovel", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nighthammer", {Ingredient("twigs", 3), Ingredient("boneshard", 1), Ingredient("cutgrass", 6), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, GLOBAL.TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpitchfork", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightmachete", {Ingredient("twigs", 1), Ingredient("rope", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 3)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("rickidystaff", {Ingredient("twigs", 4), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightaxe", {Ingredient("twigs", 1), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpickaxe", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightshovel", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nighthammer", {Ingredient("twigs", 3), Ingredient("houndstooth", 1), Ingredient("cutgrass", 6), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, GLOBAL.TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpitchfork", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightmachete", {Ingredient("twigs", 1), Ingredient("rope", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 3)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") Knows first science and magic level by default, yet requires second level crafting stations: (Working on displaying the next level of locked recipes) File: gwen.lua inst:DoTaskInTime(0, function(inst) for k, v in pairs(AllRecipes) do if v and v.level and v.builder_tag == nil and (v.level.SCIENCE == 1 or v.level.MAGIC == 2) then inst.components.builder:AddRecipe(v.name) inst:PushEvent("unlockrecipe", { recipe = v.name }) end end end) Cooks in half the time: (I need a reference for this) ... Picks things in half the time: (I need a reference for this) ... Regenerate health at the cost of hunger if already damaged: (I need a reference for this) ... Is a vegetarian: (Feedback is appreciated) File: gwen.lua inst.components.eater:SetDiet({FOODGROUP.OMNI}, {FOODGROUP.OMNI_NOMEAT}) Scared of non-nightmare aggressive creatures: (I need help with this) ... Loses sanity upon killing friendly creatures: (I need a reference for this) ... Starting Items: File: gwen.lua local start_inv = { "rickidystaff", "twigs", "twigs", "twigs", "houndstooth", "nightmarefuel", "nightmarefuel", "nightmarefuel", } I will frequently update this post as I make progress on each aspect of the character. Thank you very much for reading! Gwen The Faithful.zip
  13. Howdy youdy dowdy! I'm here to present to you all a little project I'm working on! Currently I'm calling it: The Living Forest. It's a mod pack that I plan to have add at least 13 different characters that are all based on DS's trees! A rather odd pick, I'll agree there, but a unique one, I feel. I currently have 1 character almost finished and in public testing, and that one happens to be the Mushtree. In this thread, I'll continue to post concepts and updates for all the characters as they come along in progress! I decided to move here to the forums to soak up some interest. Figured while I worked I could see what you all had in mind, perk wise and new content wise! With that said, I'm excited to share this with everyone. Link to the mod is here! https://steamcommunity.com/sharedfiles/filedetails/?id=1645224781&searchtext= And those concepts I mentioned are in the spoilers! SW Trees: Hamlet Trees: DST Trees: Thanks for lookin'. ;D (P.S None of this is finished! Stare at with a grain of salt!)
  14. 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!
  15. Ok, so as you may or may not know, I've been thinking about making a character mod for quite some time now. This isn't a thread for me asking for a sprite! Just one to share my ideas I've been developing over the past few days (and the only other reason I'm starting this thread is because I may not get a response on my art threads about it so yeah). Ok first off, pictures of a hand drawn sprite (I was planning on digitally tracing) and a character "meme": (The perks, title, art and quote may differ in the future). Now if you know me/my persona well enough, you'll know she had fire powers. Not sure how that'll work for DS and DST but I recently thought of a solution. Obviously, the way DS works, she can't shoot fire directly from her hand so instead, how about a magical staff? I know what what your thinking, Dragon Mage doesn't have a staff or magical hand held item, right? Well earlier (like last year some time I think it was) she did actually have a staff but... I guess it just became obscure cos I never drew her with it. Plus it seemed kinda medieval-like as opposed to her modern look which did seem kinda weird. I guess she didn't really need it back then BUT anyway, back to the mod ideas. I thought in DS (much like Willow) it could be unlimited (however, having an unlimited fire staff does seem kinda OP don't you think? Well I'm still working out the details for that). As for DST, she could be nerfed a little, again like Willow with a limited source, except instead of lighter fluid how about mana? I was thinking about certain characters and how they have gauges for something like Woodie and his curse or a recent character mod I saw. Something to stop the mod users to go nuts. It does recharge slowly over time but there will be faster methods (not sure what yet. Maybe an item or actions like sleeping could help?) Idk, this idea still needs some development. Now, as for the sprites, I might be fine for the most part since I can trace over the Extended Character mod sprite. However, since the mod is a cat character, the head shape is a bit odd. Also Idk how I'm gonna do DM's hair. I could use a pony tail but... ugh, her hair has always been the downy, long flowing kinda hair. Idk. Anyway that's all I have for now. Feel free to leave suggestions! Or tell me to shut up, hide the thread and... keep to myself... ._. Please tell me I'm not the only one who's done this.
  16. Is there any way to slow down the animation or at least make little cooldowns between performing few of them? Im using this code to make full dab emote by using /dab command on chat if GetModConfigData("LANG") == "english" then GLOBAL.AddModUserCommand("Hidden Name Mod", "dab", { prettyname = function(command) return "dab emote" end, desc = function() return "Perform an emote!" end, permission = "USER", params = {}, emote = true, slash = true, usermenu = false, servermenu = false, vote = false, serverfn = function(params, caller) local player = GLOBAL.UserToPlayer(caller.userid) if player ~= nil then player:PushEvent("emote", { anim = "emote_dab_pre", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_loop", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_pst", randomanim = true }) end end, localfn = function(params, caller) local player = GLOBAL.UserToPlayer(caller.userid) if player ~= nil then player:PushEvent("emote", { anim = "emote_dab_pre", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_loop", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_pst", randomanim = true }) end end, }) end It's working but animation is really "quick" or sharp i would say. Maybe sth like ~~Event:DoTaskInTime(1) might work but i don't know how to implement it Any help please
  17. Hi guys! Is there any simple way that I can make a monster creature (frog for example) to not attack my mod character as long as I don't attack it? For example, I'd like frogs to do nothing / ignore when my mod character is nearby, just like how normally a beefalo behaves, or like how spiders behave to Webber? I'm very new to coding and if you can point out which file(s) I should go and how to edit that'd be very nice. Thank you!
  18. Hello. Is there any way to make a character-specific item? I have added a healing item to my mod character and I want it to be usable only by my character. If any other players need healing, they have to get closer to my mod character and healed by him. The item itself does not spoil. What I'd like the item to be is it can be picked up by other players, but they are unable to use the item and it will soon be spoiled (I'm guessing the spoiling action can be added using inst:AddComponent("perishable")?) However, if that's very complicated to achieve (for a beginner like me), is there a way that can make other players be unable to pick up this item? Thanks.
  19. Hi, I have just followed the amazing step by step guide to make a shavable hair for my character. I have done a few changes to the code and the game shuts down every time I tried to shave. My changes were: 1. Made all beard images in the exported file empty (the files are still there, I only erased the drawings in an image editing tool because I don't want that growing hair to be visible in the game) 2. I changed the loot from beard hair to one of my custom item named 'giornohair'. When the warning page shows up, I can see in the game that this 'giornohair' item is dropping. This is the warning page (the yellow thing above my character is his blond hair 'giornohair') These are the codes I got from the tutorial And the tutorial I was following is this one https://forums.kleientertainment.com/forums/topic/52689-an-idiots-guide-to-growing-custom-facial-hair/
  20. Hi, So i wanted to make Ewecus shaveable so I did this: inst:AddComponent("beard") inst.components.beard.bits = 3 inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1 inst.components.beard.onreset = OnResetBeard inst.components.beard.canshavetest = CanShaveTest inst.components.beard.prize = "steelwool" inst.components.beard:AddCallback(0, OnShaved) inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth) But wanted to get phlegm as well on shaving. What do i need to add? Thanks!
  21. Hi, So i wanted to make Ewecus shaveable so I did this: inst:AddComponent("beard") inst.components.beard.bits = 3 inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1 inst.components.beard.onreset = OnResetBeard inst.components.beard.canshavetest = CanShaveTest inst.components.beard.prize = "steelwool" inst.components.beard:AddCallback(0, OnShaved) inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth) But wanted to get phlegm as well on shaving. What do i need to add? Thanks!
  22. Hello! I'm reworking my Webber mod: Note: the non-steam link on that post is outdated as of now. So instead of doing everything on the modmain file, I was basically overwriting the prefabs' scripts that I needed to change a thing or two. Of course, that makes so it's not compatible with some mods. I studied Lua and DST's files a bit better and began to move everything that I needed from the prefab files to my modmain. So far so good. Nearly everything works as it should, as I'm using AddPrefabPostInit to change/add functions to the prefabs that I need. However, I came across a problem. I'm changing the bat prefab in this way: AddPrefabPostInit("bat", function(inst) local function RetargetMod(inst) local ta = inst.components.teamattacker local newtarget = GLOBAL.FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat", "spider"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeamMod(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end local function ShouldAcceptItem(inst, item, giver) return giver:HasTag("batwhisperer") and inst.components.eater:CanEat(item) end local function OnGetItemFromPlayer(inst, giver, item) if inst.components.eater:CanEat(item) then inst.sg:GoToState("eat_loop", true) for i = GetModConfigData("poopbats"),1,-1 do GLOBAL.SpawnPrefab("guano").Transform:SetPosition(inst.Transform:GetWorldPosition()) end end end local function MakeTeamMod(inst, attacker) local leader = GLOBAL.SpawnPrefab("teamleader") leader.components.teamleader:SetUp(attacker, inst) leader.components.teamleader:BroadcastDistress(inst) end if GetModConfigData("dietbats") == 0 then inst.components.eater:SetDiet({ GLOBAL.FOODTYPE.MEAT }, { GLOBAL.FOODTYPE.MEAT }) elseif GetModConfigData("dietbats") == 1 then inst.components.eater:SetDiet({ GLOBAL.FOODTYPE.MEAT , GLOBAL.FOODTYPE.VEGGIE , GLOBAL.FOODTYPE.SEEDS, GLOBAL.FOODTYPE.GENERIC }, { GLOBAL.FOODTYPE.MEAT , GLOBAL.FOODTYPE.VEGGIE , GLOBAL.FOODTYPE.SEEDS, GLOBAL.FOODTYPE.GENERIC }) elseif GetModConfigData("dietbats") == 2 then inst.components.eater:SetDiet({ GLOBAL.FOODGROUP.VEGGIE , GLOBAL.FOODTYPE.SEEDS}, { GLOBAL.FOODGROUP.VEGGIE , GLOBAL.FOODTYPE.SEEDS}) end inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura inst.components.sanityaura.aura = -TUNING.SANITYAURA_MED inst:AddComponent("trader") inst.components.trader:SetAcceptTest(ShouldAcceptItem) inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.combat:SetRetargetFunction(3, RetargetMod) end) It nearly works 100%. The only issue I came across is within the RetargetMod function. The default bat function is this: local function MakeTeam(inst, attacker) local leader = SpawnPrefab("teamleader") leader.components.teamleader:SetUp(attacker, inst) leader.components.teamleader:BroadcastDistress(inst) end local function Retarget(inst) local ta = inst.components.teamattacker local newtarget = FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeam(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end So I created the RetargetMod function as an attempt to replace it, since I don't want to add something to the Retarget function, but actually change something from it. I'm trying to replace "newtarget" segment where it checks if the target it found is a bat, a character or monster. All I want to do is add spiders to said checking, so bats wont attack spiders. This is what I did: local function RetargetMod(inst) local ta = inst.components.teamattacker local newtarget = GLOBAL.FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat", "spider"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeamMod(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end inst.components.combat:SetRetargetFunction(3, RetargetMod) However, somehow it fails at calling the MakeTeamMod function, which is a local function within the bat prefab. This is the error it gives me: For some reasons it tries calling for MakeTeam as if it was global, rather than a function from the prefab I'm modifying. I'm very sorry if this is a silly mistake, but I'm not very used to Lua. I'd appreciate any help you guys can give me.
  23. Soooo, I've been making another character with the extended sample character. But I wanna give said character another pair of arms, and I honestly dont know how??? If anyone knows, or has an idea that would help a lot ;w;
  24. I was wanting to have an food item, that upon being eaten, gives the player an object This is what I am working with, but nothing happens. local function OnEaten(inst, eater) inst.components.inventory:GiveItem(GLOBAL.SpawnPrefab("drupe")) end And, I would prefer that it only works if the eater is a player, so that if another mob eats the food, they don't get the item.
  25. Hello everyone! I'm happy to present my new mod here. Have you ever wondered why Wigfrid called the Performance Artist while she can only perform single role? Now you can change her identities just by swapping her hats! Currently, this mod supports three possible ways for Wigfrid to perform. I've tried to make it interesting to play changing the roles and keep the balance. No hat Health: 170 Hunger: 130 Sanity: 130 Hunger rate: Wilson At 10% stronger than Wilson and takes 5% less damage Life is not so tasty for her if she doesn't play a role (-2 hunger while eating without hats or +2 to hunger and sanity with them) Battle Helm Wigfrid start to perform the Valkyrie play: Health: 200 Hunger: 130 Sanity: 130 Hunger rate: Wilson * 1.25 Can eat only meat at this performance. Get additional 5% to attack power and 10% to damage absorbtion. When Wigfrid is attacking someone she get additional attack damage and damage absorbtion compared to her current health, but remember that if you will get away from path of Allfather Odin by wearing additional armor your damage increase will be halfed and absorbtion won't change at all. Maximum (corresponding to settings) will be reached at 20 hp. If Wigfrid will face EPIC mob, she will get more heath and sanity points per hit (up to 1). But be afraid of crowds! 4 or more enemies can make her to lose focus and even reset all buffs! She also taunts enemies nearby. Garland Wigfrid start to perform the Volva play: Health: 140 Hunger: 130 Sanity: 130 Hunger rate: Wilson * 0.75 Can eat only veggies at this performance. Does not scare neutral animals at all (but they all will run away if you kill one nearby anyway) Reflects 50% of taken damage every 3 seconds but not more than 100. If Wigfrid get hit by an enemy, she will make them to lose interest in her and near players. It makes easier to run away from hostile creatures, neutral ones will lose interest in a single hit. No arm can go up on her with garland. I would be happy to read your feedback anywhere, guys.