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Don't Starve Together

Found 54 results

  1. Hello! I need a bit of help with the front hair on my character. While I was working on a DST modded character I ran into a bit of a snag, the front hair was normal till I moved and the eyes popped in-front of it, same happens with most other actions. I'm assuming its being caused by the poor programming of the template character i'm using (I'm pretty sure you know which one its the most common one used) but I was wondering if I could get some assistance with this problem, I can post a .zip of my character if needed. Cheers.
  2. So, we're trying to make a tool for the player to use, that, when it hits 0% durability, instead of breaking, will go in the player inventory and stay there, unusable until it gets repaired. I'm aware that we'd need to add a repair action, but we're struggling to actually work out how to make this happen. I did find an old thread with some code from w00tydood, but it didn't actually work. Could use a hand here on figuring out how to make this work.
  3. Does anybody know how to edit the quotes of existing characters, because I'm getting just about sick of "I'm so hungry", and would like to make it so their are about 5 or so possible quotes for each thing, and exclusive ones for skins. Yes I know that sounds stupid.
  4. I am remaking a custom character I had made in the past, I haven't tested it yet but I want to know one thing. How do I edit the animations or the placement of parts for the characters? I am completely reworking the artwork and sprites for the character and my major fear is this visual problem. I Don't know how Spriter Works And I was hoping someone had made a tutorial on creating a Custom DST character that included that aspect. Anyway, the Character I am working on is not the one in the picture it is my first character I have made, Andreas, I wanted to add more to her than a simple sanity boost during the night and figure out a way to make her sanity drain during the day. Here is a list of things I want to add to her. 1. A scythe that only she can use, it would deal a little less damage than the tentacle spike during the day, The same amount of damage at night and double the damage during the full moon. 2. I want to give her a transformation. Her transformation would trigger when her HP is low Maybe at 10% of her full health. 3. Give her a healing aura that heals .1 HP to surrounding players in a small radius. 4. Make it where she loses sanity when crowded by other players. To balance the healing aura a little more. 5. This one will most likely be more like a side mod, I want to add a new monster called the Night beast, A creature that lives in the caves. I also wanted a chance for them to emerge from the uncovered sink hole like the batalisks, 6. Give her a complete custom speech and Voice, I want her voice to be the sound of an Ocarina. I was hoping someone could help me code and put her together, her current sprites are not too good and I am re drawing them from scratch. Which is a pretty tedius process in it's self.
  5. Hey guys, I'm not entirely sure what is crashing my DST. I'm attempting to code my mod. I've had a bunch of errors that I was fixing. The furthest I've been to fixing my mod was at the character select screen. I was greeted by another error, which I assume I fixed. After attempting to fix it, my game crashes and I get the dontstarvetogether exe. has stopped working window (don't exactly remember the exe name but it was something along the lines). I've validated my files and I'm not sure what else to do. I'm pretty sure it's something in my code that I've done or written but I can't tell where the problem is coming from client_log.txt
  6. I posted this already but in a wrong section. So i try it with the "modding"-section again :3 This time I will also upload my scripts not only the error. "Here is the error-text :[string *scripts/mainfunctions.lua*]:119: Error loading file prefabs/Ren[string *../mods/Ren/scripts/prefabs/Ren.lua*]:62: function arguments expected near "="LUA ERROR strack traceback:=[C] in function 'assert'scripts/mainfunctions.lua(119.1)=(tail call) ?scripts/mods.lua(154.1)scripts/mods.lua(593.1) in function 'RegisterPrefabs'scripts/gamelogic.lua(226.1) in function 'LoadAssets' " Ren.lua hounded.lua modmain.lua
  7. I posted this already but in a wrong section. So i try it with the "modding"-section again :3 This time I will also upload my scripts not only the error. "Here is the error-text :[string *scripts/mainfunctions.lua*]:119: Error loading file prefabs/Ren[string *../mods/Ren/scripts/prefabs/Ren.lua*]:62: function arguments expected near "="LUA ERROR strack traceback:=[C] in function 'assert'scripts/mainfunctions.lua(119.1)=(tail call) ?scripts/mods.lua(154.1)scripts/mods.lua(593.1) in function 'RegisterPrefabs'scripts/gamelogic.lua(226.1) in function 'LoadAssets' " hounded.lua modmain.lua Ren.lua
  8. I have been making a character mod and my character is a type of fire elemental. I have been looking in all the fire type prefabs for don't starve together but I cannot find a code to make my character have the effect of fire. The effect I am looking for is my character to give off a heat that can set trees on fire like a level 4 campfire. Thank you.
  9. It is what the title says, I am trying to make a component. The component is not for a weapon or tool, it is for a characters, the idea is for the component to be a SCENE or POINT, the idea is that the character is able to gravity shove a target away (it will have a cost later). It is supposed to be 'ranged', so the character can do that from a certain distance, not too far but not just too close. The thing is that I seem to be having a problem is that I am having a hard time how to make the whole ranged factor of it. I've tried finding references and the closest I got were the 'more actions' mod, which gave me more light on how to make the whole 'gravity shove' but not how to make it ranged. Is there a way to do it? do I need to create an invisible projectile?
  10. I recently got into doing animations for emotes and idles, but there is a thing I don't know how to fix; What happens is that, for example, if the emote is played, whatever item the player uses disappears and I've looked around but couldn't find a way around it, if anyone has any idea how to help I would appreciate!
  11. Hello, for a while now i was wondering if an effect could be added to a characrer: Ligtning attraction so a character with this effect will have to ALWAYS be struck by lightning bolts if a thunderstorm was to be also, it whould mean that this character whould need to stand twice as close to a lightning rod for lightning not to stricke him pwease post code that adds the effect, if it is at all possible
  12. I modded a new techtree into a mod and apparently now it can't find the actual alchemy and science machine, while the new custom tech tree works fine this is the lua for the new tech tree: and the prefab of the new tech: here it is the log: I assume it is something minimal my eyes are not catching. EDIT: After looking for all solutions, I couldn't find the issue on the files, and then, I realized and found the error, there was a 'ghost' file of the science prototyper in my mod, which was invisible, how it got there is still a question but that solved.
  13. This is my first try at modding all I want is to make a mod that takes a existing character but gives him new speech lines when the mod is active also the character only has no speech file. What do I do.
  14. Grumpy I am and grumpy I will be. I said I won't come back, well, Steam doesn't have a modding section per se and as far as tutorials, be it written or video go... I have no idea why nobody does these. So many mods, yet nobody has bothered to try and make some tutorials in terms of what they've created or something that commonly could be useful (except character mods, which goddamn we have way too many of). Oh well. So, my problem is, I've no idea how to apply something I have been writing a bunch of values for like 3 or so days now. My aim is to create weight... component? I've no idea what what things are called in lua (and yeah, I've tried to read something like this for example, but half the time it did not explain me anything, so don't please jump at me telling me I should just learn the language first. I had no problem learning GML, considering the huge Manual, the great help from yoyo games forum and everything being neatly placed in a nice engine. This is not the case for DS/DST, but even after being explained what to do and how and understanding why from this tutorial... I still cannot comprehend how I would go about doing what I wanna do atm). I've created two new scripts: a script which stores all of the weight for all of the items (not yet all, but a large portion of the existing ones in DST) and a script which is supposed to program in what the weight itself is and what it will do. What I am aiming for is the following: * Check which item is in inventory * Check how many of that item is in inventory (multiply the amount with item's ITEMWEIGHT with the item amount in inventory) * Apply calculated weight to player character by reducing speed based on the full calculated weight (speed = speed - totalitemweight) What I seem to struggle on the most is making sure WHEN the game checks and applies all of the above. Doing it every step/frame of the game could insue huge amounts of lag. Therefore, making an "if" statement, which checks whether an item has been picked up/given by another player/taken from a chest or in whatever else way your inventory has changed would be when all of the above would be carried out. The problem is, however... I have no idea how the inventory and picking up and all of those shenanigans work or which scripts from game's data actually have coded into them these actions and all of those shenanigans. P.S I'll only use the forums for modding purposes from now on. Everything else will just create problems, most likely.
  15. As the title says, I want to give a specific item a new maximum stack size in a mod. While this is joyfully (or maybe ridiculously) simple to do in Don't Starve: modmain.lua: local function changestackA(inst) inst.components.stackable.maxsize = 12 end local function changestackB(inst) inst.components.stackable.maxsize = 53 end AddPrefabPostInit("poop",changestackA) --manure now stacks up to 12 AddPrefabPostInit("cutgrass",changestackB) --cut grass now stacks up to 53 ...I can't manage to do the same in Don't Starve Together. Whatever I thought to attempt only caused an error related to stackable_replica.lua or just had no discernible effect. I tried to look into it and it appears that in DST item stack sizes may be based on predefined amounts in a local table in stackable_replica.lua. I'm quite stumped, as I'm not sure how to go about dealing with that, or if netcode is related to my problems... Does anyone know how to accomplish this? Thanks for any help.
  16. As some might know, I've been working on a cave boss theme for DS/DST for a bit (took two full days to do this) and I've made two attempts. Although, I never got it to sound quite like DS/DST soundtracks. The samples I've been given don't sound exactly like some of the instruments in DS/DST soundtracks and even tweaking an instrument sample would be difficult or perhaps even impossible to get just about a recreation of a sample from DS/DST tracks. And I think that's the biggest reason why we don't have that many sound/music related mods out there; we're given code, art, animation etc. to mess around with, but not sounds or soundtracks and that's really a bummer. I don't know why Klei has not let us do some modding with the existing tracks, but it would be great if they did; think of the potential this could provide for modders; creating your own tracks that sound like and just as good as some of the DS/DST originals. If we're given the soundtracks and the ability to edit their samples, I would have a much better time of getting my version of a DS/DST caves boss theme. And whilst some may say "it's good enough" or "it's excellent" when I present what I've done so far, for me it certainly isn't good enough; because it's not at the standard of the real tracks. This is also the reason why I personally do not like the dusk/night music mod soundtracks, whilst everyone else just adores it. And you've gotta remember; I've tried to make my track via Reason 8, which is a pretty good sound/music editing software and yet I still couldn't get things at a good enough standard where I think "Yes, I love this! It's as if Vince de Vera and Jason Garner themselves made it!"
  17. Hello, I've been working on a Shadow Wilson mod for a few days and everything seems to be in order, except for the custom axe I'm trying to make. I made a recipe for it and placed the recipe in the game, but the image for the axe won't show up in game and when you try to create the item it just takes your ingredients and the log notes that it can't find the prefab for the item. The game boots up just fine and the long configuration text from the mod tools at boot-up doesn't show any errors. I've included a .zip for the mod but if you need individual files instead let me know. Help would really be appreciated! shadowwilson dst.zip
  18. Hi. I'm looking someone to help me with code to new modification. I'm an artist so I have no idea how to step in world of pain and numbers. Idea and material were rotting on my computer for nearly year. I have basic animation to new maschine, so ability to implement them into game is requirement to collaboration. Write here or PM me here or on Steam (it's fastest way to reach me) - Marqson All new stuff and ideas here (obviously not Wilson and standard Don't Starve assets) are mine, and using them without my approval will be **** move. Also english is not my first language.
  19. Version 2.2

    193 downloads

    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.
  20. Hi Community! A while ago I made an Ornithologist character for DST, while she was ok (and my first mod) now I wish to give her an overhaul with new abilities and art. So, I was wondering if anybody knew: 1. What would be a good MINOR resistance to the temperature. (Like small insulation, small cooling? Less damage taken from cold and heat/fire?) 2. If anybody knew how to code ^ perk so that it would activate while an item was in your inventory. 3. The same as No. 2 but with extra speed and damage respectively instead? 4. Suggestions, I want to re-make this character, so any suggestions will also be helpful! Thanks! Edit: I do have a small knowledge of coding, however adding the resistance, speed or damage is out of my league.
  21. Google Don't Starve Unimplemented Characters and go on wiki for art cues. Sounds may be in files. - I believe they are a cello. Wallace is Scottish, so maybe make Mactusks neutral? RACIST LINES LIKE WOODIE, EH? Able to craft thulecite (find craftable thulecite mod for a good recipe) Able to craft BROKEN Ancient Altar Can craft books Slow, due to age Spawns with a cane, does axe damage, and breaks in 3 days of being equipped (recraftable with 4 logs 1 axe) - Brings his speed up to normal speed, not equippable by other characters (think lucy) Slow attacks Bothered by stale food Sanity drain at night nonexistent Slightly dapper bonus during day (1sanity/min or so) Rain could bother him more (2x wetness gain, sanity loss) This makes thulecite and ancient items renewable, and against griefing in a multiplayer setting. Most art belongs to Klei, and PLEASE use the shirt that's shown on the portrait for the character. It's hugely annoying when someone recreates a character and changes stuff like that, naming no names. (*cough* Wilbur)
  22. I've tried using inst.components.talker:IgnoreAll(), and this works for the most part, however after certain actions my character is able to talk again. An example is after waking up from using a telelocator staff. Does anyone know a code to truly make a character silent?
  23. This thought occurred to me out of the blue. The most painful process of modding for me is having to relaunch the game over and over to find and resolve little errors in my code that I've overlooked that result in a crash. Is there a way to speed up game launch such as temporarily disabling the texture/anim compiler or is there at least a "spellcheck" built in to sublime text or notepad++ that I can use?
  24. I asked a similar question way back, but I can't find the topic from my profile. So here's my situation. I'm working on fiddling around with a variation of the component kramped.lua. I want to change its purpose from causing events when things are KILLED to causing events when things are CRAFTED or PROTOTYPED. So I noticed this code: self.inst:ListenForEvent( "killed", function(inst,data) self:onkilledother(data.victim) end )and this code: function Danger:onkilledother(victim) --assigns value based on victim, learn to assign value based on item crafted if victim.prefab == "pigman" then if not victim.components.werebeast or not victim.components.werebeast:IsInWereState() then self:OnNaughtyAction(3) end elseif victim.prefab == "babybeefalo" then self:OnNaughtyAction(6) elseif victim.prefab == "teenbird" then self:OnNaughtyAction(2) elseif victim.prefab == "smallbird" then self:OnNaughtyAction(6) elseif victim.prefab == "beefalo" then self:OnNaughtyAction(4) elseif victim.prefab == "crow" then self:OnNaughtyAction(1) elseif victim.prefab == "robin" then self:OnNaughtyAction(2) elseif victim.prefab == "robin_winter" then self:OnNaughtyAction(2) elseif victim.prefab == "butterfly" then self:OnNaughtyAction(1) elseif victim.prefab == "rabbit" then self:OnNaughtyAction(1) elseif victim.prefab == "tallbird" then self:OnNaughtyAction(2) elseif victim.prefab == "bunnyman" then self:OnNaughtyAction(3) elseif victim.prefab == "penguin" then self:OnNaughtyAction(2) end endendSo I've managed to figure out how to set up the functions for various things being crafted or prototyped, but I don't know what event to "listen" for and what data that event contains(item crafted?). Any tips?
  25. One of the trademarks of the spy is the witty one liner. So, we should try and mod every character's dialog to be a lot punnier, and maybe even display new dialogue when taking out guards and other events, if we can manage it. Imagine Xu saying "That was shocking" when his shock trap goes off, or Shalem saying "He got his just deserts" when shooting someone with his special rifle. Granted, my puns are not the best. But I believe that together, we can come up with better ones. Any ideas?