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

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

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Found 12 results

  1. With Klei pushing for sea content, it's only a matter of time before they make a pirate skin set for the survivors. Here is where I'm dropping some of my personal suggestions for a pirate themed skin set (Warning: I am far from an artist so these aren't anything too grand) Fishmonger Warly: Kraken Captain Webber: Sea Admiral Maxwell:
  2. Hi i missed 'Roseate Sail' Mast Skin, is there a possibility of a new skin coming? I really want
  3. Hi i missed 'Roseate Sail' Mast Skin, is there a possibility of a new skin coming? I really want
  4. Okay guys so here is the deal- I know that your all probably really sick & tired of seeing me creating Topics, so You can breath a huge Sigh of relief, I am only planning to create 3 Topics throughout the entirety of 2020. This one will be the first of those three. With that said And With Wendy’s Rework looming over our heads.. I want to Talk Specifically about the BELONGINGS SKIN SET that will come With Wendy’s Refresh (And why Wouldn’t she get one?? Willow and Woodie got them.) So here it is- I am Hopeful that Wendy’s Refresh will bring new Belongings skins for- A more gothic looking Abigails Flower, and TOMBSTONES. Yes I want to craft my own freaking Tombstones.. because I’ve said it before and I’ll say it again- “Me Likey Da Spooky!” if ANY Character in the entire game is ever going to be able to craft graves or be able to befriend ghost it HAS to be Wendy. My own suggestion for an Abigail Rework was something along the lines of “Strength In Numbers..” Wendy can now Befriend Ghost Followers- The more Ghosts that are Being lead by Abigail the larger her Attack range and Damage over time will stack. This also gives us as the player.. the option to Hammer down, Move or Create our own Tombstones. However- to balance this Wendy would only be able to befriend ghosts if Abigail is ALIVE, so if Abigail isn’t with Wendy (or If Abby Dies In Battle) All the Ghostly followers become Hostile once again. Just in General- Wendy is supposed to be this Spooky little girl who has a ghostly sister, & isn’t afraid of ghosts. So.. Why SHOULDN’T she be able to befriend ghost mobs? I Do not Feel That This changes Wendy Too Much because her Core Gameplay still Centers around Managing and Maintaining Abigail.. This gives Wendy a more Unique Ghost based trait, and I’m very hopeful this is what Klei will be aiming at with her Rework. IF I could (personally) Choose exactly what the Craftable Belongings Tombstones looked like in her Belongings Set it would be the Gargoyle In this Top Left Picture Frame here.
  5. 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!
  6. Reposted because I hid the last one and also because I am dumb. Added Carved Stone Torch at request.
  7. Skin Queue

    Version v3


    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1557935632 Lets you queue up items to weave or unravel instead of having to wait each time. Also has an 'Unravel All Duplicates' button as a bonus feature. Note: Some users reported accidentally weaving Wortox more than once by mistake. Just be careful and wait for the queue to finish first. I made this because I didn't like being forced to wait to connect to Klei's servers for every single item that I want to unravel. I've found the current system to be slow and annoying, because I have way better things to do with my time than to stare at my screen. So I made this mod and also included the popularly requested 'Unravel All Duplicates' feature. This mod does not protect your skins from your own stupidity. If you accidentally unravel or weave items that you did not intend to, then that's your own fault. This mod will not do anything you don't tell it to do, so use it at your own risk. You can always enter sq_stop() in the console or close the game to stop the queue if you've made a mistake. There are some optional console commands just for certain purposes. Console commands: sq_stop() Stops the queue. sq_unravel(key) sq_sell(key) Queues key to be unravelled. For example, sq_sell("emoji_egg") will queue your Egg emoticon to be sold for 5 spools. sq_weave(key) sq_buy(key) Queues key to be weaved. For example, sq_buy("profileflair_victorian_pigeon") will queue a Pigeon profile icon to be bought for 15 spools. sq_listqueue() Prints all of the items in the queue to the console. sq_listdupes() Prints a list all of the duplicate items in your inventory to the console. sq_sellalldupes() Sells all of the duplicate items in your inventory.
  8. Snake Cage

    Version 1.0.0


    Now you Can Farm Snake Skins Like a Maniac! Notes: - Now you can Build a Snake Cage. - Will provide 1 Snake Skin every 1 In-Game Day (3 Skins Maximum). - Every Harvest will Decrease the Player's Sanity by 10 Points. -Will Decrease the Player's Sanity when Standing Close to it. Crafting Recipe: 4 Gold Nuggets - 6 Boards - 2 Venom Glands (When Hammered will Drop: 2 Gold Nuggets - 3 Boards - 1 Venom Gland) Steam Workshop Version(Thanks to:InfamousJackson): http://steamcommunity.com/workshop/filedetails/?id=1322621018 Based on: Afro1967's Spider Cage Mod.
  9. OwOcus

    Version 2.0v0


    *sneezes on you and notices your spear* OwO wha-ha-hatchoo! Steam Workshop
  10. Don't Starve... Pixelated!

    Heya; I've made some... "Art", if it even qualifies as that, of Don't Starve. Almost all of it is/will be pixelated, as that's really how I draw stuff... My coordination isn't quite good enough to make slightly respectable drawings. Anyways, I'm going to primarily be doing Minecraft skins and/or Textures for blocks. Honestly, I don't play it all too much, but I enjoy making textures for it. At the moment, I don't have too many, but I'll go ahead and show them. If you'd like the actual textures for one, just ask me. Anyways, here are a few of the things I've done already. Kinda mediocre, but they're alright.Basic Wilson, lacks the fancy hair or the new shading I'm currently using:Wendy in a Top Hat, because top hats are cool.Wendy in a backpack.That's it for now, but I've got some stuff planned.PLANNED:Otto Von Chesterfield, Esq, Human VersionMaxwell/WaxwellUpdated Wilson.Feel free to leave suggestions. I'm willing to try almost anything "Don't Starve". I also do pixel art, but have just started, so don't expect anything good.
  11. This is extremaly easy to get feathers and meat with only 1 seed. Put it on the ground next to yourself, and just wait with some weapon. Bird will fly in less than 10s, and instantly fly away. But there's enough time to kill it. How about to disable bird's landing next to character?
  12. In new test world generator pig's houses oftenly spawns next to spider nests, so they fighting oftenly. As pig house spawns limited number of pigs, collecting pig's skin is important in order to save pigs population. But when pigs fighting with spiders and dies, spiders or pigs immediately eats dropped pig's skin ignoring ongoing fighting.