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Found 57 results

  1. Hey, I'm Lucemodok (or Luce), and I'm here to teach you about making actions. (Hope this works, since I'm not sure I explained it well.) First, we'll need to well... create the action. (Remember to replace everything in square brackets (Including the square barckets) and keep the capitalization.) Then we'll need to create components (Or use existing ones) to make our action work. After that we need to finish our action. Finally, we add our component to the prefab we want using an AddPrefabPostInit. Oh yeah, I forgot to say, you'll also need to define Action, ActionHandler and ACTIONS local Action = GLOBAL.Action local ActionHandler = GLOBAL.ActionHandler local ACTIONS = GLOBAL.ACTIONS
  2. A guide for my Beard Template mod, intended to be used alongside Dragon Wolf Leo's Extended Sample Character mod (which you can find here). What You Need Your character mod, which you have to provide yourself. Basic knowledge of making character mods. (If you can make a character using the ESC, you'll be fine.) An image editor with transparency support. Pretty much anything other than MS Paint should be fine. A text editor. I recommend using Notepad++. Ignoring modmain.lua and modinfo.lua This tutorial doesn't really modify the modmain.lua or modinfo.lua, since all the code to add a beard to your character goes in your character prefab file. In the Character Prefab The character prefab provided should include all the instructions needed to add a beard to your character in the form of comments. Creating the Beard Assets In the download you should find a folder called "beard templates" outside of the "exported" folder. These are the templates you'll use for making your character's beards, including Wilson's beard and versions of the ESC beard alongside the headbases and faces used. Of course, the beard you create should not include the headbase and faces used and will go to the exported folder for the game to properly export it into the game. Outside of this, all instructions you'd need to make your character are mostly unrelated to the files provided. If you can already make a character using ESC you should be good to go with this. I hope this was useful to you; I don't know how to make tutorials or guides at all and I'm pretty new-ish to Don't Starve Together modding anyways. If you have any problems with this guide, let me know. Beard Template for ESC.zip
  3. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  4. Version 1.15

    374 downloads

    Note: this file will not run as a independent mod, its more of a toolbox if anything. Also its recommended to have some modding experience as the tutorial isn't beginner friendly. This file is a tool box and template for making custom character voices and other item sounds as well. It contains a few common armor, structure, and weapon sounds that the base game uses, along with notes about them that may prove useful. The code is preset to follow the lua files stored inside so its less of a hassle trying to start from scratch. Last this file is subject to updates to keep up with don't starve together adding more types of voices like emotes, pose, and ghost voice. Tutorial:
  5. This is a guide for creating a simple music mod using TheScraps' tutorial mod for looping working music and Klei's Official Music Mod tutorial. (This mod is for anyone who is either confused or want to know how to make music mods.) What you will need: A text editor. (Possibly Notepad ++, but sometimes it could be down. So, look for an alternative you can't use or access the website.) Don't Starve Mod Tools (Download through Steam. Directions below.) TheScraps' tutorial mod (Might need WinRAR if you aren't able to open .rar files) Klei's Official Music Mod tutorial (Workshop mod or through the forums.) Audio that you would want to use (More info below.) Location for Mod Tools Click Library, then click Tools. Then find Don't Starve Mod Tools and download the files. Making your FMOD Project: When you open the tools, you are prompted with this message: Select the Launch FMOD Designer option from the list. When it launches it will be a blank project. The next part is simple. All you need to do is download the two mod tutorials. Once that is done, you will want to open the project data for Klei's mod. The file location should be in your steamapps/common/dont_starve/mods/workshop-180938116/sound_source For people who do not own Don't Starve: For people who do not own Don't Starve, they will have to go to their Music Mod Tutorial page. It's similar to TheScraps' mod tutorial. Just open the zip and extract. Next, you should open the .fdp and you'll be greeted with this screen: Once you are there, you should begin by deleting the gramaphone_... events (Except the gramaphone_ragtime) Once you have deleted the gramaphone_... events, add an event called jukebox. Then, delete music_dusk_stinger crazy and music_test_parm. (Look at the image from above about the gramaphone events.) Now for the next part. You have to copy and paste these events as follows: music_danger music_epicfight music_work These musics have Autumn, Winter, Spring, and Summer alternatives. (Autumn uses the music_work, music_epicfight, and music_danger events.) The procedure goes as follows: First, you must copy and paste the events three times for the music_danger and music_epicfight. For the music_work, you must copy the event eleven times. Then you must rename the event to the following for each copy: music_danger_winter music_danger_spring music_danger_summer For music_epicfight: music_epicfight_winter music_epicfight_spring music_epicfight_summer For music_work: music_work_dusk music_work_night music_work_winter music_work_winter_dusk music_work_winter_night music_work_spring music_work_spring_dusk music_work_spring_night music_work_summer music_work_summer_dusk music_work_summer_night Now, that you have renamed all these tracks, the next part is replacing audio. The way to replacing audio is that you must right click on the audio clip which is called, /none, and click Replace sound... Then click Add sound file... Then look for the file location for your audio and add it into the sound. Then, select it and click OK. (You can do this for all audio in here, except for jukebox.) For jukebox: Then, add your sounds from your file location. Finally, go to your Banks. From there, you can try to use this compression method. If it doesn't work for you, try changing the Compression. Make sure you save your project always because occasionally the app crashed randomly. (It could be caused by anything.) Now, there are some other audios you can add to these, such as DST_theme_portaled, which is used for the lobby. Just copy and paste the music_FE for it. I will leave my whole list of events for reference: Now, you must Build the music_mod.fsb and music_mod.fev. Use Ctrl-B to build the project. The building will take a while to complete (Based upon on what extension you used for the music. .mp3, .ogg, etc.) (.ogg is the best in my opinion.) When it is done, it should be located in a folder called sounds, where ever you saved the project. If you cannot find the folder then build again, but before you do it, click Output >> Put .fsb and .fev in a folder called sounds in your Mod's folder. Making the script: For this one, I'll just give you a already created modmain.lua (file at the end) so I don't have to explain every single detail. (It's really late the time I'm posting this.) If you want me to explain this procedure, comment and I'll reply. In TheScraps' mod, he includes a scripts folder. Copy that folder and place it into your mod's folder. Finally, copy the modinfo.lua file into the folder and edit it. (Note: This is my mod info.) What you will want to do is rename anything that is in the quotes to whatever is needs to be named. (forumthread = "" is used if your mod is a Workshop item.) DO NOT mess with anything under configuration_options. The title says it all. Finally, you can boot up your game and test out your mod from the client mods section. If any of you have any problems with this tutorial, please leave a comment and explain your problem. I hope this helped anyone in need. Sorry if I rushed the end of this tutorial. It was around 3:00 am when I finished writing this. Thanks. modmain.lua (IGNORE THESE LAST PICTURES. I COULD NOT REMOVE THEM.)
  6. The mod Island Adventures adds the boats from Shipwrecked. Sadly, the sailing animation from Shipwrecked requires a face sprite which does not exist in DST. IA adds it in a roundabout way, so you can have the DST emotes and the SW sailing in the same DST character art. Why should I bother adding this? It makes your character fancy when sailing in the IA mod. Also, you probably already have the art for it without realising. The Extended Sample Character template of 8th October 2018 added it. What is the "Sailing Face"? The sideview sailing face, also known as face-33 in the Shipwrecked animations, is the same as the sleepy face (face-11), but looking to the side. If you are using ESC 1.2.4 or later... Just draw "face_sail-0.png" as with any other face. You're done! How to add it to non-ESC characters... Step 1: Find or make it. I will be using Warly's face for screenshots. He already has a sailing face in his "face" symbols: If you need to make one, just copy the regular sideview face and put a sleepy eye on it. Step 2: Make the new symbol This part is easy! Just make a new folder "face_sail" next to "face" and move the sprite there. And rename the sprite to "face_sail-0" Step 3: Adjust the pivot This is the difficult part. Open the character project in Spriter and place the face_sail-0 symbol. You should notice a movable ball with a handle on it, that's the pivot (alias anchor). This is what the animation needs to place the face correctly. Usually, it should be on the beginning of the nose. When you are done moving it, right-click and select "overwrite default pivot" to save the position. Save the project and test the face in-game! You might need to adjust this a few times. Compare it with the other face symbols. If you have any questions regarding the Sailing Face, please ask them! (Because I got asked a few times: We cannot add the Sailing Face as face-33 because in DST, this name is used for an emote face. By adding it as face_sail-0, it will never conflict with emotes.) (Because I got asked a few times: Tropical Experience doesn't use the Sailing Face. Instead, it uses a frame of the blinking animation. This is why the characters look unusually angry when sailing in Tropical Experience.)
  7. Hello everyone, hope you're doing great. This is my first time posting in these forums, and what better way than to post a little tutorial of mine. So I've had this idea for a while now, while fighting Pugalisk I noticed that he destroyed the area I was fighting him in, what if that area was full of trees then ? that's when it hit me, I can make a tree farm this way, and it turned out to be so much better than the old Old Bell method everyone is using. so I made a video on how I did it so I hope you enjoy it: for the thumbnail I used fellow user Altari's Pugalisk artwork. Hope you don't mind, if you do tell me and I'll remove it.
  8. General advices Need help? Be helpful! Add as much info and code as possible: too often do people omit modmain.lua and modinfo.lua or reduce the crash log to the last line. Upload the files you're working with. Link the guides and tools you're using whenever possible. Detail the steps you're following. Don't make people guess what you're doing. Be specific! Is it a crash? A new feature you want? Porting from DS? Trouble with animation? State it in the title so people who know about it can see it right away. "Help with my character" means essentially nothing since characters can do pretty much anything. Don't be a jerk. Being nice is usually a good way to get people to help you. Search the log for error. One of the first step when you have a problem with a mod is to take a look at the log. When a crash occurs, the log could provide you useful informations about what is wrong. You could find the log in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta (If you are in the beta branch) Or C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogether (classic branch) Usually, informations will be in the "client_log.txt" Sometimes, a crash will happen server-side, so you must look at the server log. Search in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\Cluster_1\Master With "DoNotStarveTogetherANewReignBeta" your current branch, "Cluster_1" your current save, "Master" if the crash happen on surface, and "Caves" if the crash happen on caves. Look at the "server_log.txt" Now you have an error log. If you can, try to understand what the error log says. Some errors could easily be fixed by yourself. You could also try a search to see if someone encountered the same problem. If it's not the case, you could create a topic. Title. The first thing people will see is the title. There is a lot of topic asking for help, so "help pls with a mod", "I need help" "[URGENT] Need help" isn't a good title, because it doesn't give a clue about what the problem is. Since people helping here are doing this in their free time, and since every modder have his strong point and weak point, your best option is to have a clear title, with informations about what you are searching. This way, people able to help you could see what help you need even before opening the topic. For example "How to create a perk for my character" "My character mod is crashing (Mod and Error log in topic)", "How to make an aura healing others players ?". You will gain a lot of time with a clear title, and people will be more likely to help. Content of your topic. Your topic must contain a clear explanation about what you need. If you are asking for help because of a crash, provide the error log (you've seen before how to obtain it), and attach your mod, so people could take a look at it. You must zip your mod first, then you can see an option "drag files here to attach, or choose files". Attach the zip file. This way, everyone could download your file and see what is wrong. When searching the cause of a crash, looking at the code is often mandatory, so you'll gain a lot of time by attaching mod in your first post. Usefuls links and tools. [TOOL] Texture and atlas packer : a tool allowing you to easily pack or unpack texture. Great for inventory image containing multiple items images. [TOOL] HandsomeMatt's Tools : one tool allowing you to converting .png file into .tex, another one allowing you to open .tex file and save them as .png [TOOL] Build renamer : one tool allowing you to rename builds. [TOOL] ktools : allow to decompile animations in a spriter file. Useful, but you need some knowledge to make it works. [RESOURCE] DST Speech Mod Template : All the speech line in one file, useful for custom character. Tutorials : [TUTORIAL] Custom recipe/food visible in crockpot/farm [TUTORIAL] How to add, not replace stuff in worldgeneration [TUTORIAL] Basics : what to use to open .lua files and why [TUTORIAL] How to create a Set Piece
  9. Version 1.0

    104 downloads

    Based on this: This project is a complimentary one to help you understand FMOD, and to give you an idea of how to make complex sounds. Open the README.txt for more info.
  10. I won't go through the whole process I'm only gonna point out problems and fixes I found on the forum. I will also add links to the threads I found solutions on at the end. I don't know if they work with RoG or vanilla. It's meant for DST. Tutorial made by the original creator as well as the video provided by one of the followers can be found here: Now, onto the problem's and how I fixed the issues. Here's the list of what I will discuss: Character is too small (ECT is made for a small cat character) .zip files in anim folder don't have new character's name after compiling My character isn't a cat, proportions are similiar to Wilson's, what to do? Face/Hair/Body parts in the wrong position in-game Modicon doesn't autocompile into .tex and .xml file (your character's icon doesn't appear as mod in-game) Golden name doesn't appear 1. Character being too small This fix allows you to make the character bigger as well as the other way. Open your mod's folder. For example I'll use my directory, character's name is mongman. In there, go to scripts -> prefabs and open yourcharactername.lua with Notepad++. What we're looking for in there, is this chunk of text below. As you can see, I already added the code. Paste it directly under health/hunger/sanity. 1.3 is a decent, most Wilson-like size. You can of course change it as you like. Save the document, run your autocompiler and test it in-game. inst.Transform:SetScale(1.4, 1.4, 1.4) 2. .zip files in anim folder don't have new character's name after compiling Now this is fairly simple. Make sure ALL of the esctemplate.png/lua/folders are renamed to your character's name. Remember, don't use caps. This happens when you don't change the name of folders found in /exported. 3. My character isn't a cat, proportions are similiar to Wilson's, what to do? I was really bummed when I saw all of the .png's were of a cat. There might be a better way to find Wilson's sprites, but I simply downloaded them from Cheerio's thread: https://forums.kleientertainment.com/forums/topic/37002-easy-character-art-tutorial/?page=0&tab=comments#comment-491446 You can extract it to your desktop and drag the files you want to work on into your mod's folder. 4. Face/Hair/Body parts in the wrong position in-game That one gave me a few headscratches. But it's not that hard to fix. You will need to re-open your DST a few times, so be ready for that. Go to exported -> yourcharactername and open .scml in spriter after autocompiling. I recommend positioning everything as you want to see in-game, saving file (even though they tell you not to) and then focusing on pivots. Pivot is a red dot that appears when you left click on a certain part, for example hair. Assuming your png files are centered (drawing is centered inside the .png file), and that if you copy all of your elements into one .png, they match with size, the only problem that could appear should be position of certain element. Open your game, snip the character from front/side/back and put it up somewhere on the screen, so you can have a look on what's wrong. My character had his face and hair a bit off: Here, you need to remember WHERE is the piece off. Right, up, down, left? In here, his face is too far RIGHT and too far UP, it's important. In your spriter, to position the f.e. face, you need to drag the red dot OPPOSITE of WHERE YOU WANT IT TO BE. If my character's face was RIGHT/UP, that's how I move the red dot so the face moves LEFT/DOWN. Right click on the dot after you're done and overwrite defeault pivot. Check in-game, repeat if needed. There might be a situation where only ONE piece of f.e. face moves. Sadly, I don't know other way than manually overwriting defeault pivots on all of the elements. You don't have to click on the character anymore, just go to your right, where folders are and copy x and y of the fixed pivot, double left click on the element's preview and change them. 5. Modicon doesn't autocompile into .tex and .xml file (your character's icon doesn't appear as mod in-game) Delete modicon.tex and modicon.xml Open TEXCreator.exe from your tools folder (link to download is provided in ECT tutorial) Add modicon.png from your mod's folder Insert Output Directory, same as modicon.png Convert it Create new .XML file (or copy any of the .xml found in mod's folder then delete scripts inside if you have no idea how) Paste this code and change ICON.tex to modicon.tex, save it <Atlas><Texture filename="ICON.tex" /><Elements><Element name="ICON.tex" u1="0.001953125" u2="0.998046875" v1="0.001953125" v2="0.998046875" /></Elements></Atlas> Open modinfo.lua with Notepad++ and find those lines, then insert the code: icon_atlas = "modicon.xml" icon = "modicon.tex" Next time you will want to edit your modicon.png, you will have to repeat all the steps above. 6. Golden name doesn't appear I don't have to add much here, what you need to do is written in images/notes (updated v1.2.4). Added it in here, in case someone is as dumb as me and doesn't see notes left by the creator. Helpful tips: Make sure 5 times you renamed every folder/file to your characters name Follow every step from tutorial slowly Check in-game if everything works after you change anything/save anything, you'll thank me later If you checked, and it works fine, MAKE A COPY OF THE MOD FOLDER, save it somewhere on the desktop (you might want to use it when something goes wrong) Make some tea and relax, you can do it! ♥ Links: https://forums.kleientertainment.com/forums/topic/32567-changing-a-characters-size/ https://forums.kleientertainment.com/forums/topic/87327-how-to-make-the-name_character-appear-on-select-screen/ https://forums.kleientertainment.com/forums/topic/74527-how-to-rearrange-mod-body-parts/ https://forums.kleientertainment.com/forums/topic/57800-how-to-add-mod-icon/
  11. Warning! This topic is for russian-speaking moders only. Я являюсь кодером русификатора для ДСТ. В последнем обновлении 2.0 (От 07.01.2019) был обновлен метод перевода Ваших модов. Процедура проверки русификатора, перевод имен и описания остались прежними, и более полную информацию об этом процессе Вы можете найти на Вики. Мы добавили функции, которые переводят реплики персонажей, и анонсы. Как работает перевод реплик: _G=GLOBAL mods=_G.rawget(_G,"mods")or(function()local m={}_G.rawset(_G,"mods",m)return m end)() rus = mods.RussianLanguagePack or mods.UniversalTranslator -- Перевод фраз персонажей pp = rus and (rus.SelectedLanguage == "ru") and rus.pp if pp then pp("Example string", "Переведенная строка") --Теперь если персонаж будет говорить "Example string", у людей с включенным переводом оно будет отображаться как Переведенная строка end Как работает перевод анонсов (Сообщений, выводящихся через TheNet:Announce) _G=GLOBAL mods=_G.rawget(_G,"mods")or(function()local m={}_G.rawset(_G,"mods",m)return m end)() rus = mods.RussianLanguagePack or mods.UniversalTranslator -- Перевод анонсов ma = rus and (rus.SelectedLanguage == "ru") and rus.AddModAnnounce if ma then ma("Example string %s", "Переведенная строка %s") -- Так же переведет строку. Работает и с форматированием через string.format. end Если будут вопросы, пишите их в коментарии.
  12. Credit goes to the Bigby Wolf mod for the health threshold activator; however, there are other options available to you. I will preface this by saying I'm not a very good coder; most of this was discovered by asking for help or digging through the game files. With that said, here we go. It will also be needlessly prolix. What we'll be achieving here is having you make your character become any other mob in the game via a transformation that can be triggered by health, the full moon, or by eating an item. For custom-made mobs, I don't know. The principles probably remain the same. For creatures without any action handlers in their stategraphs, I don't know. This is an amateur hour tutorial. I simply don't have the knowledge as of yet as I have not needed it. Firstly, you'll need to post the following code in your character's prefab file: local function BecomeYour_Custom_Character(inst) inst.your_custom_werewolf = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("your_custom_character") inst:SetStateGraph("SGwilson") end local function BecomeYour_Custom_Werewolf(inst) inst.your_custom_werewolf = true inst.AnimState:SetBank("your_custom_werewolf's_anim_bank") ----- You can find the bank of whatever creature you are using in its prefab. inst.AnimState:SetBuild("your_custom_werewolf's_anim_build") ---- You can find the animation for x's _build in your creature's prefab. inst:SetStateGraph("SGyour_custom_werewolf") ------- See stategraph below end So, let us take a look at becoming a Bunnyman to see an example of this. local function BecomeRabbitman(inst) inst.wererabbit = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("rabbitman") inst:SetStateGraph("SGwilson") end local function Become_Wererabbit(inst) inst.wererabbit = true inst.AnimState:SetBank("manrabbit") inst.AnimState:SetBuild("manrabbit_build") inst:SetStateGraph("SGwererabbit") end Now we need to make sure the game knows when to start this transformation. Health-based transformation: Moon-based transformation: inst:ListenForEvent("nighttime", function(global, data) if GetClock():GetMoonPhase() == "full" and not inst.your_custom_werewolf then becomeyour_custom_werewolf(inst) end end, GetWorld()) inst:ListenForEvent("daytime", function(global, data) if GetClock():IsDay() and inst.your_custom_werewolf then becomeyour_custom_character(inst) end end, GetWorld()) Food-based transformation: inst:ListenForEvent("oneat", function(inst, data) if data.food.prefab == "whatever_you_want" and not inst.your_custom_werewolf then becomeyour_custom_werewolf(inst) --- turn into your werewolf when you eat a carrot or something elseif data.food.prefab == "whatever_you_want" and inst.your_custom_werewolf then becomeyour_custom_character(inst) --- turn back into your character when you eat another one end end) Stategraph: You are going to need to find whatever creature you are using's stategraph (located in the game's data folders). You will need to replicate it and rename it, then create your own stategraph folder in your mod character's scripts folder and put your new renamed stategraph in there. So the path will be YourMod/scripts/stategraphs/SGyour_custom_werewolf The stategraph will need some editing. On a basic level, such as turning into a bunnyman or pig, you will need to remove any instance of the term 'follower' from the stategraph (more often than not by just getting rid of the entire line it is contained in). This will prevent crashes if you equip an item such as a hat. For most creatures, such as the Deerclops, death will cause a crash. I don't know why because I'm an untalented hack, but I removed the following line from the Deerclops and it stopped crashing: inst.components.lootdropper:DropLoot(Vector3(inst.Transform:GetWorldPosition())) You can also add in actions (you can find a list of actions in the game's data folder under 'actions.lua'). For instance, you may want to add in the action PICK and PICKUP using one of the creature's existing animations to avoid any crashes when you attempt to pick things up. Here is an example of making a bunnyman able to pick objects such as grass and flowers: local actionhandlers = { ActionHandler(ACTIONS.GOHOME, "gohome"), ActionHandler(ACTIONS.EAT, "eat"), ActionHandler(ACTIONS.PICKUP, "pickup"), ----- The bunnyman can already pick up items ActionHandler(ACTIONS.EQUIP, "pickup"), ActionHandler(ACTIONS.ADDFUEL, "pickup"), ActionHandler(ACTIONS.PICK, "pickup"), ---------- So we added in the PICK action using the bunnyman's "pickup" animation } Here is a demonstration using the Bunnyman. Bunnyman's stategraph before we use it: And after: There is a little bit more you can do with the transformation. Just as with your custom character, you can customise the werecreature: There is a lot more, but those are just some examples. Don't forget to revert anything you do in the transformation to the werewolf in the transformation back to your character. For instance: And that should be all. Good luck, everyone! I hope this helps.
  13. ALPHA WARNING All these pipeline tools are still in development and may undergo serious changes before they are ready. So don't be surprised if things break or don't work at all, and be prepared for changes with the next release. We'd also love your feedback about how they could be made better and reports for any bugs you find! Also note that for the time being, this process is Windows-only. Your mods will work on all platforms but the pieces can only be compiled on Windows. The alpha tools are only on the preview release of the mod tools. Switching to this version of the tools is the same process as switching to the preview version of the game: In Steam go to Library > Tools.Right-click on "Don't Starve Mod Tools" and choose Properties.Go to the Betas tab and select 'publicpreview'.Demonstrations of each of these features can be found by downloading the "preview" versions of the sample mods. Animation Pipeline Texture Pipeline Sound Pipeline Static Layouts
  14. Version 1.0.0

    566 downloads

    Downloads for the weapon tutorial
  15. I have been attempting to use this tutorial by Dana Adams but its nearly 5 years old and very difficult to follow if you are using more updated tutorials for character making like this one by dleowolf. Does anyone know of a more straight forward or updated tutorial?
  16. Hey whats up fellow Kiel members and Don't Starve players. I just uploaded a video on youtube of a Don't Starve Character Guide on "WILSON"! Needless to say, check it out if you are interested! I am just starting out, any support would be appreciated! Lemme know what yall think! =D Video link:
  17. Honestly, I think this is more complicated than it needs to be. Still, I tried to make this as simple as possible (and kind of failed I think). Din't want this to be an explanation of mechanic behind beefalo taming, but a guide focusing on the gameplay itself. Link to DarkXero's good work: https://goo.gl/UlshXe
  18. I've noticed that hardly anyone knows how to make worldgen mods, so I thought I'd share my knowledge on the subject. Feel free to correct me on anything I got wrong or give me information I might not have EDIT: Yay! My post got the "popular" thing! ----> Thanks Guys! Section 1: What are the parts of World Geneation? Part 1: Prefabs and Static Layouts Prefabs are, as far as this guide is concerned, the smallest units in the don’t starve worldgen. Everything you see in the world is made of a combination of prefabs. I’m not going to be going over how to create prefabs in this guide, only how to implement already made prefabs and place them in the world. Static layouts are a series of prefabs that are placed in a specific order, when a static layout is placed, it will be exactly the same every single time. If you remember the pig king, or the teleportato pieces, these are good examples of static layouts (mostly just because they’re easy to remember as the same every time). I include these two in the same part because they’re both used when you make... Part 2: Rooms, and Setpieces Rooms are the first randomly generated part of don’t starve, they have contents (prefabs and static layouts), tags, and values. The tags determine special characteristics of a room, and the value determines the floor, what you’ll find yourself standing on. Contents are defined in a table, under several categories which are: countstaticlayouts, a table that holds the static layouts that you want in your room countprefabs, a table which holds prefabs that you want in your room distributepercent, a floating point value that determines the distribution of the prefabs in your room distributeprefabs, a table of prefabs to be distributed and how distributed they are prefabdata, to determine how to modify the prefabs in the room At first glance, distributeprefabs and countprefabs seem to be similar, but they’re actually used for very different purposes. The table, distributeprefabs is used for prefabs that you don’t necessarily want a specific amount of, but you want them evenly distributed across the room, things like trees, and flint. Whereas countprefabs is used for prefabs that you want a specific amount of. The countstaticlayouts table is used in an identical fashion to countprefabs, but obviously for static layouts. The table, prefabdata is used to determine the starting conditions of prefabs like trees (which can be burnt) and spider dens (which can be teir1,2,or 3) You don’t need to use prefabdata to determine the starting conditions for tree growth, as that is randomly selected by the trees. The reason for this is that people are unlikely to want a tree forest with trees the same height, but spider dens are frequently all tier1, or all tier3, or a random selection, so naturally you would want to determine this on a room-by-room basis. Setpieces are the middleground between a room and a static layout, generally incorporated into the world after it has been generated, and around the same size as a static layout, but (somewhat) randomly generated like a room. Part 3: Tasks, locks and keys A task has five important parts: Locks, which determine how the task can be “attached” to other tasks Keys, are the other half of the equation that determines if two tasks can be attached to eachother. Rooms, which are in essence what the task is made up of. room_bg and background_room, which determines the type of room used to flesh out the area. When the world is being generated, it goes through each task, checks the locks, and keys, and attaches the tasks together so that each lock is unlocked by any of the keys that can unlock it. A list of locks and keys can be found in the locksandkeys.lua in the maps folder. Locks and keys can be used to shape mildly. Rooms are the main rooms of the world, you define a specific amount of these. As opposed to room_bg and background_room, which are used to flesh out the area and an amount of them is chosen at random.. Part 4: Levels This is the part where you pick what you want in the world. The level is made of several portions, In this guide I’ll discuss the important parts for a survival mode world leveltype, there are a few options for this, we’ll be using survival id, the level id, this is how the game recognized the level name, the name of your world, which will be viewable by the players desc, the description of the world, which will be viewable by the players overrides override specific settings in the world tasks, these are guaranteed to be in the world which is what the world is made of optional tasks, which are what the world could be made of, if they’re picked setpieces, guaranteed to be in the world, covered in part 2 random setpieces, that could be in the world if they’re picked Leveltype is the type of level that this level is going to be, survival, adventure, etc. survival maps can be picked from the world generation menu. Overrides are used to override specific settings in the world, meaning you could make the start season winter, or have only islands, start on a specific setpiece, or a number of other things. Tasks are where you put the tasks that you made in part 3, setpieces are where you put the setpieces that we learned about in part 2. Random setpieces and optional tasks are setpieces and tasks that shouldn’t necessarily be in every world, but belong in some worlds. Section 2: Making your worldgen mod; A tutorial. This is going to be the most basic world you could possibly make, but it uses all the basic concepts and makes for a fairly short tutorial that someone could easily make a much better world based off of. So here we go Part 1: Making mod folder. Name it whatever you want, and make the following directory structure Top level folder modinfo.lua (empty) modworldgenman.lua (empty) scripts map levels rooms tasks Part 2: Making your first room Create a new empty lua file in scripts/map/rooms and open it in your favorite text editor Start with the function addroom(“name of your room”{}) Add in colour and value, color is (as far as I’m aware) purely for debugging purposes which we aren’t going over in this guide. Add the contents, I chose to add only grass Add a background room, it’s going to be pretty much the same as your normal room, but in this specific case, it doesn’t really matter, as it’s probably going to get overwritten by the start node(although you can choose to not include a start node) Part 3: Make yourself a task Since we only have one task this is pretty simple, I’m only planning on putting in one task for this demo. If you want more, you’re going to have to go through the locks and keys lua file in maps, but since we only have one right now, I’m just going to leave locks and keys as none. For future reference, you must choose locks.none if you want a specific area to be your starting area. Then we need to make our room_choices table, for mine I put in one of the plains room we made. If you want to see your background room, you should put in more than one, you’ll see why when we actually make the world. Lastly, add in your room_bg (it should match the room you’re making), your background_room, and the colour, which once again, is only used for debug purposes, so you can make it any color you want. Part 4: Levels Add in your survival level, with an id, name, and description of your choosing. Next comes overrides, you can make your own starting setpiece if you want to, but I just used the default one provided with don’t starve. And finally tasks, we have no optional tasks because we only made one task. Part 5: Playing the mod Now comes the moment of truth, link all your files in modworldgenmain.lua, name the mod in modinfo, and install your mod! If everything worked out, you should have a new world preset, and when you select it…. I know it looks stupid, but that's because there's only one room. Note: the green comes from the start node, and you can't see any of my background room, but my plains room is clearly visible.
  19. I don't really like gameplay tutorials since they often take 10 minutes of running around to show 1 minute of information. But I had hard time finding tutorial videos that simply show the gist of everything, so thought I'd make one myself, in a sort of 90s employee education video style (like Fallout 4 S.P.E.C.I.A.L video series). Unlike my Bet You Did Not Know, this is made purely for beginners, something I always wanted to do.
  20. Hello world! JamesBucket here with something quite different. I know DST is basically DS RoG multiplayer, but there are some unique features I found, so I put them together. Hope you find them useful, and CHEERS!
  21. Hello everyone! My name is Fidooop, and I'm here to show you how to make a nice lovely DST big portrait base! First you'll want the big portrait template: CREDIT TO THIS THREAD: http://forums.kleientertainment.com/topic/48968-dont-starve-together-mod-character-select-bigportrait-backgrounds/ (scroll to Kzisor's post for the 4 different versions WITH a slight glow on them!) Then you'll want the template for the letters: HUGE CREDIT to my friend Erik Debawse! (Known on the forums as DudeDude... I think...) He and I had the idea to do this to make it a million times easier and he threw together all the letters! (Because he's a million times better with art/image editing than I am.) Now for the tutorial half of this post! Your first step will be to copy each of the letters of your character's name and paste them into a new TRANSPARENT image as different layers. (For step two to be easier on you.) EXAMPLE: (I kinda... Cheated and grabbed the Q for the 3rd O and just erased the tail...) Step two is to grab your deform tool. (Most image editing programs have it.) Deform, resize, rotate, move up/down etc. each of the letters to get a nice randomly placed un-even font size to get that ransom letter look! EXAMPLE: Now for step three! merge the layers together, copy the image, and paste as a new layer. Take said layer, put it underneath the first, move it in position for a "shadow", and make it ever so slightly larger! (With the deform tool) EXAMPLE: Step four is here! Your next step is to color the background layer of letters black. But how do you do it? Well my solution was to use the select tool, select the name, grab the fill in bucket tool, make sure I'm using black, and fill in each of the letters! But you can do it your own way if you feel it's better or faster. EXAMPLE: Now let's do step five. What we want to do is blur the background layer. (Most image editing software can accomplish this you just have to find out where the option is located.) Then go ahead and crop the image and merge the layers once more! (Make sure it's still transparent with no background when you finish!) EXAMPLE: Finally, we are here... The final step! Copy your newly created name and paste it as a new layer on the big portrait template. Next, use the deform tool and place it in what you think is the perfect spot! (You may have to squish it a little.) EXAMPLE: From this point on it's just placing your character's image over the top of both the template and the name in order for it to match the style of the other big portraits! (Make sure you get that nice lovely paper cut out effect by making a new layer underneath and putting grey around the edges!) EXAMPLE OF PAPER CUT OUT: Darkiplier big portrait art by Psychohog! http://xpsychohogx.tumblr.com/ We really do wish there was a template for numbers! (0-9) Because... yknow... There are mod characters that use numbers in their names... If someone makes a number template for this I'll throw it in here and give you credit though! Want this tutorial all wrapped up in a nice little zip for you? Here ya go! DST BIG PORTRAIT TEMPLATE TURORIAL.zip Thanks to anyone to uses this! I hope your big portraits come out perfectly! ^-^ By following these steps look at what I was able to create! (I DID NOT MAKE THE ART! I merely ported it to DST versions!) Wilford was drawn by monodes http://monodes.tumblr.com/ Muyskerm was drawn by Psychohog http://xpsychohogx.tumblr.com/ Markiplier was drawn by The Letter W http://theletterwsartflap.tumblr.com/
  22. Modding Practices: Series Index Introduction This post is a collection of the chapters in the Modding Practices series created by Kzisor/Ysovuka. It will contain a short description of each chapter and a link the chapters thread. Modding Practices: CHAPTER 01: Before Beginning CHAPTER 02: Introduction to Modding. CHAPTER 03: Introduction to atlas and texture files. Conclusion If you have questions, concerns or suggestions for a particular chapter please leave them in the appropriate thread. ~Kzisor/Ysovuka
  23. Hello guys I am trying to make Don't starve tutorials for beginners. Click here to see my list of tutorials I made so far! If you find them helpful share my tutorials to your friends
  24. I've really enjoyed playing Don't Starve. As I've played I often find myself narrating in my head as though I'm writing a journal. I understand that a major part of Don't Starve's appeal is the enjoyment of discovery, the lack of a safety net, and learning by doing (and dying). That's why when I set out to create a basic tutorial I wanted one that would be just enough to get someone going without spoiling too much or piercing the suspension of disbelief. To that end I've created a set of Journal Entries that would get someone through their first three days and give them a good place to start from. So I present to you: Wilson's Journal Days 1-3http://www.4ftconscience.com/2013/02/06/wilsons-journal-day-1/http://www.4ftconscience.com/2013/02/06/wilsons-journal-day-2/http://www.4ftconscience.com/2013/02/06/wilsons-journal-day-3/The next entry, a cautionary tale of the dangers of woodcutting:http://www.4ftconscience.com/2013/03/07/wilsons-journal-day-4/