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Oxygen Not Included

  1. An emergency's come up and I really need to make some money so I've decided to start taking commissions for DST character sprites starting at $70 (Price may increase depending on complexity) This is my first time taking commissions for this, from the mods I've done for myself, after starting I've finished within 3 days. So I'm thinking a week will be the longest wait per sprite. My discord is Professional Stair-faller#6361 Here's a link to one of my mods you can see my steam profile (where I also have art posted) and my workshop from here: https://steamcommunity.com/sharedfiles/filedetails/?id=2622741526 For an additional $10 I can also make a big portrait for the mod in a replicated version of the game's art style. I won't start until money's sent to me (I only accept paypal at this time)
  2. Not to put any unnecessary pressure on the devs (which of all the games that I've been playing I'd say DST's are the best), but I feel that the community and myself are really excited for Maxwell's refresh. There have been SO many threads in "suggestion & feedback" on Maxwell ever since the first refreshes were announced. Awesome ideas ranging from QoL (having a night armor equivalent for the head slot or having shadow minions attached to the Codex Umbra like Chester to Eyebone) to actual batshi- guano insanity like puppeteering/possessing mobs and bosses or having a proxy shadow self akin to Wendy and Abigail or some kind of craftable nightmare throne that does god knows what. Basically, I'm just really hoping that we get a totally different character compared to how Maxwell is now like they did with Wolf and WX. I don't expect it, but I can't shake the dread that the refresh will release like "Maxwell now has higher max sanity. Minions take up less max sanity. Shadow duelists have more health. Maxwell is now a faction character and can befriend insanity monsters." I want Max with loggers to suddenly become as useful vs. Toadstool as Woody or something. Seeing that Wanda has stolen Max's "Frail old person who has powerful magic/glass cannon" architype and does it 10x better, I really hope they give him something we've never seen before. These are all things we've heard expressed time and time again but I'm just really excited and anxious for it
  3. I don't post here often, but I really want to share these ideas. So, as a Winona main I have spent hundreds of hours playing this character. I like her a lot and it's sad that she's used as a switch-and-dump character because once you build her catapults, generators and trusty tape, you can use them with any other character. I believe this can be changed without turning Winona into a selfish character (IE making her the only character that can use contraptions) The gist of what I'm about to propose is this (consider this a TL;DR) : 1) Winona is and should remain a support character. She's not supposed to be a damage powerhouse or OP boss killer. 2) Winona should NOT be a selfish character : other characters should be able to use her contraptions, and yet; 3) Winona should have incentive to play actively, not just swapping to build / craft stuff. OK, now to get more specific: For point #1, I think Winona needs some tweaks to her contraptions. The only realy useful one is her catapult; absolutely no one uses her spotlight because of its tiny light radius and disappointingly small range. My suggestions in this regard are: #1A) Buff Winona's spotlight significantly, to the point where it's on par with Wickerbottom's Lux aeterna book (which gives a spawn radius similar to a Star caller staff's and lasts 2 whole days AND gets repaired in the bookshelf). Turning it into another copy of Star caller staff wouldn't make sense seeing as Wickerbottom has that, so I suggest these simple changes to make Winona's spotlight viable in any base (or at least the center of a megabase): -Increase its light radius to that of a lantern / miner hat -Increase its range to that of a lightning rod - Reduce its power consumption : Spending a gem every night for light is too expensive even for late game. One gem should keep it going for multiple nights, but I leave this to the balance team (and ofc to the readers to comment) #1B) Winona needs more supporting contraptions. I have a couple of suggestions and I would love to see what ideas you guys have: - A resource gathering contraption - Either like Hamlet Wagstaff's thumper (which farms trees) or something that picks plants (the way lureplants are used in reed farms, etc). This would make Winona synergize well with Wickerbottom. - Boat propellers - pretty self-explanatory : a boat attachment which grants medium (stackable) speed buff and quick direction change. - Fish zapper - another boat attachment (similar to a Pinch n winch) which, when deployed, shocks nearby fishes which kills them (could work against cookie cutters too, maybe?) pretty unethical, but so is using catapults against doggies for their kidney stones. 2) Self explanatory - all characters should be able to use Winona's contraptions, but not in a way that makes Winona obselete as a main character. This is where point #3 comes in: #3) To incentivise players to play Winona consistently, I suggest the following mechanic : Generator Maintenance. This mechanic makes it so that after building a generator, a 5-day timer starts, after which it become "Faulty" and require maintenance, which involves clicking on the generator and performing a short animation (just like speaking to plants - it takes two seconds and doesn't cost any resources). ONLY WINONA MAY PERFORM MAINTENANCE ON FAULTY GENERATORS. This will give players a reason to stick to Winona (or even play Winona solo), as ran-down generators would have the following (slight) downsides: - Worse fuel efficiency : faulty generators would have the current fuel duration (as opposed to the buffed duration mentioned in point #1B, such as 3 days in the case of a generator wired to a spotlight) - Contraption malfunctions : Winona contraptions wired to a faulty generator would also have suffer slight downgrades: *Catapults would attack 50% slower (so still viable for hound defence if Winona is offline, just a bit slower) *Spotlights would have their light radius reduced to 50% (smaller than a lantern but still bigger than what it currently is. Maybe the size of a torch's) and range likewise reduced (but still big enough to fit a small base). *Propellers (if added) would move the boat slower (but not worse than a regular sail) and lose the quick direction turning feature *Plant collectors (if added) would have their range reduced and pick rates slowed down. *Fish zappers (if added) would have a longer cooldown and smaller number of mobs hit per use. Thank you for reading my suggestions. Feel free to give any criticism or further suggestions on this Topic, I hope Klei devs will take notice of some of these points and make winona something other than a switch-and-dump character. Fingers crossed! - Gabriel, a Winona main (1600+ hours on record)
  4. Hey hey, I'm making a character and I'd be glad if yall could explain to me how the frost screen overlay that happens at 5 degrees or less works, how can I make it show using code?
  5. Decided to draw this very hastily because you already know Klei isn't doing them.
  6. Does anyone know how I can block my character from equipping a specific item? It has the ability to build with half resources, but when it is equipped with the construction amulet and taken out, this ability disappears and the crafts become full resources. If there is any way to ban the use of the construction amulet only for my character or that using it does not affect him at all when unequipping. the code i am using is this in master_postinit() inst.components.builder.ingredientmod = TUNING.GREENAMULET_INGREDIENTMOD
  7. Hey, so... I need help with a character who should gain some sanity when he plants seeds. Previously I used this code in modmain, but it seems that after the Reap What You Sow update, it stopped working for seeds because of the new farm system. The rest like bushes and pinecones still work. But it doesn't work when planting seeds in farm soils. I have already searched in many places and even in the wormwood codes and nothing has worked for me Some help please. local function SanityOnDeploy(inst) if inst.components.deployable then local oldondeploy = inst.components.deployable.ondeploy inst.components.deployable.ondeploy = function(inst, pt, deployer) if oldondeploy then oldondeploy(inst, pt, deployer) end if deployer.prefab == "rossa" then deployer.components.sanity:DoDelta(3) end end end end AddPrefabPostInit("pinecone", SanityOnDeploy) AddPrefabPostInit("twiggy_nut", SanityOnDeploy) AddPrefabPostInit("acorn", SanityOnDeploy) AddPrefabPostInit("dug_grass", SanityOnDeploy) AddPrefabPostInit("dug_sapling", SanityOnDeploy) AddPrefabPostInit("dug_berrybush", SanityOnDeploy) AddPrefabPostInit("dug_berrybush2", SanityOnDeploy) AddPrefabPostInit("butterfly", SanityOnDeploy) AddPrefabPostInit("berrybush_juicy", SanityOnDeploy) AddPrefabPostInit("marsh_bush", SanityOnDeploy) AddPrefabPostInit("dug_rock_avocado_bush", SanityOnDeploy) AddPrefabPostInit("dug_sapling_moon", SanityOnDeploy) AddPrefabPostInit("seeds", SanityOnDeploy) AddPrefabPostInit("asparagus_seeds", SanityOnDeploy) AddPrefabPostInit("carrot_seeds", SanityOnDeploy) AddPrefabPostInit("corn_seeds", SanityOnDeploy) AddPrefabPostInit("dragonfruit_seeds", SanityOnDeploy) AddPrefabPostInit("durian_seeds", SanityOnDeploy) AddPrefabPostInit("eggplant_seeds", SanityOnDeploy) AddPrefabPostInit("garlic_seeds", SanityOnDeploy) AddPrefabPostInit("onion_seeds", SanityOnDeploy) AddPrefabPostInit("pepper_seeds", SanityOnDeploy) AddPrefabPostInit("pomegranate_seeds", SanityOnDeploy) AddPrefabPostInit("potato_seeds", SanityOnDeploy) AddPrefabPostInit("pumpkin_seeds", SanityOnDeploy) AddPrefabPostInit("tomato_seeds", SanityOnDeploy) AddPrefabPostInit("watermelon_seeds", SanityOnDeploy)
  8. Hi all, Decided to make a custom character based on the Grim Reaper from the Grim Adventures of Billy and Mandy. https://steamcommunity.com/sharedfiles/filedetails/?id=2808647342 His traits are as follows: Not that afraid of the dark or monsters. Small chance to drop bits of bone on getting hit. Starts with his scythe. Protect his head... (you might remember how his head would fall off in the show, I recommend wearing a helmet!) Stronger when sane, weaker when insane. Pics: Years ago I made a similar mod for Don't Starve and now I decided to make it for DST, bigger and better. I tried my best to stay faithful for the show when writing his dialogue and drawing the art assets. Please notify of bugs or whatever, also feedback is greatly appreciated.
  9. Ok this one sounds a bit weird from the title alone. I'm remaking an old character mod I made. And I had an idea for a perk of sorts that allows him to essentially sacrifice himself to summon the current seasons boss early. Or immediately respawn them. So, in Winter you can get several deerclops eyeballs if you and your team is good enough/well prepared for it. Bearger in the first autumn. Dragonfly farming in the summer. And extra moose/goose in spring, if you really wanted to, I guess? I have a voodoo doll item made. And it works as a fuel source. What I want to do is make it so when it's used as fuel in a fire, it kills the custom character. (Preferably only the closest one/the one that threw it in, if multiple people are playing as said character) And then have the boss spawn close by. Or just set their spawn timer down to basically nothing. How would I go about implementing this? I'm thinking something along the lines of this would probably be used somewhere for it: if data.season == SEASONS.WINTER then But that's all I really got, I'm not familiar with coding at all. Just enough to piece stuff together properly. If it helps; I've attached the item lua if anyone wants to take a look at it to help. voodoo.lua
  10. Hey all! I'm looking for someone who'd like to join my project of creating a DST Space Mod on which I've been working on for the past 1.5 to 2 years. It's pretty much the size of a DLC and will grow even more. I'm looking for someone who would help animate my Astronauts and Deep Space Aliens and Creatures. I chose a bit more of a rough art style because the mod is quite some machine based and even has simulated electricity and reactors etc.. You can contact me on the mod's Discord server if you're interested in collaborating in animations and even art if you want =] Discord Server of Mod Or directly HolidayExplanation#0014 Here is some example art
  11. Would anyone know exactly how one would go about making a modded character receive reduced damage from Charlie? Or at the very least if there's some sort of mod which had something similar to this I could look through? I genuinely haven't been able to find anything that references her damage aside from Negating it entirely.
  12. I am requesting an overhaul of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=478401489&searchtext=hellscream The uploader is MIA and is not responding to their mod posts and is probably unable to give permission to reupload or update their mod. I am requesting that the overhaul has custom buildings from Warcraft such as a barracks to train grunts a Great hall for peons and watch towers that attack hostile mobs. Peons would collect lumber and gold which could be used to buy peons to increase work speed and grunts which fight for you and guard the outposts along with anything else you can think of that is warcraft related. Maybe even add a new character called Thrall? #ForTheHorde!
  13. Hello guys!! So, I’ve been wanting to share these arts I made some time ago! I’m a big fan of Don’t Starve, so one day I had the idea of making some OC’s for the game. The one with curly hair is Watson. I know his body type doesn’t fit the game’s art style, but since it was just for fun, I wanted to make a character with a body that wasn’t slim. He would be somewhat strong and have a gameplay based on his allergy to pollen, which would make him sneeze from time to time interrupting his actions and making him lose sanity. I didn’t decide all the craftables, pros and cons but I like the idea of him being able to craft a mask type of thing that would help him with his allergy and would protect players from spores. Stats: 175-HP 150-Hunger 175-Sanity And then we have Wellington, the other, grimmer, character. I didn’t think of his abilities all through, but once I had this idea of him being a hypnotist, being able to befriend mobs with a watch or something haha. So what do you guys think? 125-HP 150-Hunger 225-Sanity
  14. mercury.lua Hi, I've attached my LUA file here to ask for some help with this mod, I am currently trying to make him immune to thorns and fix the goop issue. The goop function somewhat works. However, sometimes he drops goops that cannot be picked up (or examined). This isn't so bad except that when you're placing items or structures down it will get in the way, the only way to fix this is to refresh the game. I've tried looking online for similar problems but I cannot get them to work. the immunity to getting prickled does not work at all, I've tried digging into to cactus, spikey bushes and bramble armour code files but nothing seems to work. I've even tried looking for similar mods with this function but I couldn't find any. Just as an extra note, this mod is pretty outdated as well (I remembered I had it and wanted to get back into making characters) But there's no crashes with it, there's just minor bugs that I would like to get fixed. These would be nice to fix, but are not my priority right now. When he gets hit, he drops goops and will shrink -- This function works well. The more he shrinks the slower (maybe weaker too?) he gets -- This doesn't work, it only works when he dies and gets revived, but eating removes this penalty and I'm not sure what I did wrong. Freezes and overheats faster -- not fully tested but I think I got the freezing faster one to work?? (needs more testing) I am not an expert on LUA, If anyone can have a look and tell me the issue I will really appreciate it, thanks for for reading!
  15. Hey so me and my friends got really into don't starve together character modding and wanted something to help us quickly generate the portrait names so I threw together this website real quick and I think some other people MAY find it helpful. @Staff Please let me know if I'm in violation of any copyrights or anything by creating this page and i'll remove it. Just want to help out the community without disrespecting the game. About the generator: - You type in a name and it will auto generate a gold and gray name shrinking it accordingly if needed. Then simply click the download button to save the PNG file. The Generator: Don't Starve Together Portrait Name Generator If your character's portrait name isn't working read the thread at this link --> Character Select Screen Does Not Display Name Possible future features: - I'm thinking about adding options to allow squishing the text closer together and also shaking the characters up n down to get a more natural DST look. Let me know if this is something you'd be interested in and I can try to fast track working on it. - Also let me know what you think if you have any ideas/feedback. Hope you enjoy! Thanks!!
  16. Hey there! My character's face and head are all off center in the game, and I was wondering if anyone could help fix it?d
  17. Hello, I am making a character mod again, and with help I was able to write custom quotes for when he gets hit, and even dies (as well as depending on who kills him). However, unlike my other character mod Garamonde, I am struggling to get his standard death quotes to work. I copied the working code from Garamonde's prefab file, and I even added a SetTaskInTime delay for the quote to show up, but still nothing. I've tried dying in multiple ways but nothing. Here's his prefab file if anyone can see what I may've done wrong! Thank you! kk.lua
  18. Hello there! I'm trying to learn how to create a character mod, but I don't really know where to get started. I've got the concepts designed and all of the dialogue prepared (aside from gorge/forge content) I know that I need to make the character designs and sprites, but I plan on doing those later. I plan on creating Joker, from Persona 5. My main features are: Can craft Gold Nuggets into Bonus Sanity Gains Sanity in Darkness instead of losing it Can Dash forward, similarly to the Lazy Explorer, while holding a custom weapon (his Knife) Enters the Constant with a Knife that does about the same damage as a spear, attacking faster if possible Can craft Masks for Personas, each with different abilities. (I'll be explaining these later, but the personas will behave similarly to Abigail.) Has a unique meter, like Beaverness or Might, called SP. SP is used to Dash, as well as being drained when a persona uses certain skill. Max is 50, and it's recharged at a rate of 1 SP every 5 seconds. I would also like to add a few items: Coffee Beans - Some sort of new food. Functions like in SW? (Can I add base game DLC content if it's not in DST yet?) Coffee - Increases your movement speed. (It was in SW, so I'm not sure if I can do that.) LeBlanc Curry - Crock Pot Recipe that requires a Meat, 2 Veggies, and a Coffee Beans Rebel Knife - Same damage as a spear, slightly faster. (Crafted with 1 Gold, 1 Charcoal, 2 Flint, and 1 Rope by hand) Persona Masks - Each mask can be crafted in a special tab called "Fusion," and usually requires 2 nightmare fuel and one additional item. When equipped in the head slot, it summons a follower, similar to Abigail, with different skills. Arsene - Requires 3 NMF - Deals AoE, but only attacks when you do. Can use 25 SP to do an AoE attack with x2 the strength of the Rebel's Knife. Jack Frost - Requires 2 NMF and 1 Blue Gem - Provides ~120 (Cold) Insulation and immunity to being frozen. (Uses 15 SP each time you're not frozen.) Pyro Jack - Requires 2 NMF and 1 Red Gem - Provides ~120 (Heat) Insulation and makes you take longer to catch fire. (Uses 15 SP each time you're not set on fire.) Alice - Requires 2 NMF and 1 Purple Gem - Shadow Creatures ignore you until attacked, no matter the Sanity level. Can use 40 SP to revive ghosts. Mothman - Requires 2 NMF and 1 Moonrock - All forms of Gestalts ignore you until attacked, no matter the Enlightenment level. Can use 40 SP to revive ghosts. Daisoujou - Requires 2 NMF and 1 Thulucite - Whenever Joker's HP is restored, Daisoujou will release a small area that heals nearby players for 50% of the health factor. (Can restore a small amount of sanity for 35 SP?) Raoul - Requires all other Person Masks and 1 NMF - Deals AoE damage when you attack, provides 80 Cold and Heat resistance, prevents Shadow Creatures and Gestalts from attacking you until attacked, and provides AoE healing when Joker is healed, for 30%. Can boost Damage, Defense and Speed of all nearby players for 50 SP I've also got several samples for his voice, but don't know how to implement them. I plan on implementing things in waves, of sort. Starting with the stats, then basic items, before moving to the phantom dash and SP, and then the Personas and all their skills. After that, I'll add the LeBlanc Curry and Coffee/beans, since I'm not sure if I can add coffee. TL;DR, I have no idea how to use the .lua format and need help getting things figured out. I'd like to mod this my self, but if you're willing to do some of the heavy lifting (including implementation and art assets) I would LOVE to have your help.
  19. I'm looking to add a few custom items for my character, but I am very inexperienced. I'm not sure if all my ideas are possible, and I have no idea where to start with coding them. Any help would be greatly appreciated! Here's what I'd like to add: 1. A Dream item - Would be collected after waking up from sleeping. - Could only be used by the modded character. - Could be used on sleeping mobs to extend their sleeping time and prevent them from waking up until the Dream wears off. - Could be harvested from sleeping mobs. - Could harvest dreams from sleeping players. Webbers would give two dreams. Cannot be harvested from Wickerbottoms. - Could be used on self to restore some sanity over time, but become groggy until it wears off. - Could be used on non sleeping mobs to slow them down and weaken their attacks. - Could be used on other players that are awake to temporarily make them groggy and gain sanity until the dream wears off. - Could be used on sleeping players to boost sanity gain. - Would dissipate if dropped on the ground, and cannot be placed in containers. 2. A Nightmare item - Crafted from 1 Dream and 1 Nightmare fuel in the Magic tab. - Could only be used by the modded character. - Immediately wakes the sleeping mob it is used on, and prevents them from falling asleep for some time. - Could be used on self to prevent sleeping, grogginess, and stop any sanity gain until it wears off. - Could be used on sleeping players to instantly wake them without becoming groggy, lose 15 sanity, and prevent any sanity gain until the nightmare wears off. - Could be harvested from sleeping Wickerbottoms. - Would dissipate if dropped on the ground, and cannot be placed in containers. 3. A Nightmare sword - Crafted from 1 Dark sword and 5 Nightmares in the Magic tab. - Does extra damage to sleeping targets, and does not wake them. Would these ideas be possible to implement? How would I go about doing this?
  20. Hi! I've been workign on a few characters and I want to put them all into one mod, but I can't figure it out for the life of me how to do so. If someone can help me with this it will be greatly appreciated.
  21. So my character is almost ready but i want to implement only one last mechanic in order to make it balanced. My character is able to eat the elemental food type (like rocks), I want to make it so that if the character doesn't eat at least one item of the elemental food type its hunger rate doubles until he does, will yall help me figure out how that can be done?... Because I have no idea hehe Thanks in advance
  22. Hello. I was making my own mod character. I used “Extended Sample Character” or something like this. Problem is that in game he is so hecking small even birds could assemble together and kidnap him. I tried resizing him in Spriter but it didn't help. It didn't make any changes in game. I would really appreciate some help about what should I do. Sorry for poor english.
  23. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a series of mods that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) a long time ago. The mod is very configurable and has a couple of neat features as well. You can view/download all the mods here. Features Configuration Options General Info: --- FAQ: Major Bugs: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. -Logzombie and Xiao for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group If you got any feedback/suggestions let me know.
  24. I have a character that I have made able to eat rot and become stronger over eating large amounts of it, similarly to wx78. He is kind of a slime as of now, rot has the correct functionality and values when spawned in through console, however if rot is spawned via and item spoiling, it seems to behave such like normal rot and harms my character. is there a way to access the naturally generating rot as well as when it spawns in the console? I would appreciate any tips or examples on how to do this Thank you in advance to anyone who takes the time to help a young modder modmain.lua slurg.lua
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