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Found 293 results

  1. I'm making a custom Character, and trying to figure out how to code the perks I want him to have. They are; -Sanity gain around another custom Character -Night vision -Slowed hunger depletion -Starts with an Axe and a Shovel -Can't be put to sleep by mandrake based items -Speed boost If anyone could help me figure out the coding for this I would greatly appreciate it!
  2. Hello! I'm making a character mod, and i want to create some custom items that only he can craft. I am new to DST programming, i have looked at mod files, game files and read many forums, but i cant figure out how to even make an item. Any help?
  3. Is there a way to create a Caves-only world without hosting a dedicated server? Apologies if this has been covered before, I can't seem to figure it out.
  4. Basically, i made a Dedicated Server, everything works just fine, yada yada, but i have a problem, which is the caves. I don't want these on my Dedicated Server, but if i delete the "Files" of the Caves my server just doesn't start later on. Is there any way i can setup a Dedicated Server without caves? They generate WAAAY to much latency. All kinds of help are greeted. From letting me know which files modify/delete to remove the Caves, or how to make the Dedicated server from 0 to not have Caves active. Thanks beforehand!
  5. -- Panic mode local panicmode = false local function panicfn (inst) if panicmode == false and inst.components.health.currenthealth == .5 then --Transformation local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki") --Stat changes inst.components.combat.damagemultiplier = 2.5 inst.components.locomotor.walkspeed = 5 inst.components.locomotor.runspeed = 7 inst.components.talker:Say("WAIT STOP!") if inst.components.healthtrigger ~= nil then end panicmode = true end if panicmode == true and inst.components.health.currenthealth == 1 then local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki_panic") inst.components.combat.damagemultiplier = 1 inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 if inst.components.healthtrigger ~= nil then end panicmode = false end if inst.components.healthtrigger ~= nil then end end inst.components.healthtrigger:AddTrigger(panicfn) When I apply this to my character It keeps on crashing, I really need help
  6. Hi! I'm trying to make a mod that reduces the quantity of slots on a backpack, however I'm unable to accomplish it. I would appreciate some help in how to reduce the quantity of slots, the backpack interface changes, but it continues with the same quantity of slots. My modmain will go attached here. I would appreciate any help! modmain.lua
  7. Hello again. sorry for all the questions..! this time Its not Giggabyte I need help with. I'm making a character for my friend, and she wants her character to have a small sanity boost when killing things. not just monsters but even passive creatures like bunnies and birds. I have googled solutions and came across: https://forums.kleientertainment.com/forums/topic/51989-gain-sanity-during-day-and-gain-sanity-on-kill/ https://forums.kleientertainment.com/forums/topic/67456-gain-sanity-from-killing-monsters-lose-sanity-from-attacking-people/ https://forums.kleientertainment.com/forums/topic/57033-character-gain-sanity-upon-kill-not-working/ though none of these worked. I have also copied the code directly from Wathgrithr's(?) .lua but Im not really sure exactly what bits did what I was wanting and/or what i didnt need to copy and I got lost. I thought about copying the code: inst:ListenForEvent("onattackother", function(inst, data) if data.target.prefab == "spider" then inst.components.sanity:DoDelta(TUNING.SANITY_TINY) end end) (from the third link) and just copying this for every creature in the game but that would take forever and would probably cause problems. Ive tried putting code in the masters_postinit spot, above that, under the line "local prefabs = FlattenTree(start_inv, true)" but nothing Im doing is working. I really just need to know what code I need and where I put it. any help is greatly appreciated! thank you in advance!!
  8. Im sorry again for another post. The last problem was just a simple fix but this one I'm actually stumped. Thank you Yagi2137! I''m using the extended sample character to make my first mod, and the ghost is invisible. I've deleted everything in anim folder and re-compiled it, but the ghost file always comes back as Ghost_esctemplate_build and I have to rename it, while my other comes back as my characters name (Giggabyte). I rename the file and the game loads fine however the ghost doesn't show. its just floating lights. when I check back to the anim folder it has re-added the esctemplate file, so my anim file has "ghost_esctemplate_build", "ghost_giggabyte_build" and "Giggabyte" Ive searched around on the forums and the a few things I found involved the .bin files but I cant open them. I downloaded a program called "Krane" from here but it does work, its just loads a black box for a split second and closes. when I try to type something it closes as well. the other post I saw on this topic involves a line of code that I actually cant find at all. the other posts I found that did not have the best solutions: https://forums.kleientertainment.com/forums/topic/48407-my-custom-character-die-as-invisible-ghost/ https://forums.kleientertainment.com/forums/topic/46252-mod-character-ghost-is-invisible/ Ive gone back through and checked all my spelling to see if an "esctemplate" was hidden somewhere that was loading a duplicate but I cant seem to find the problem. I'll attach the mods files if it helps. Im in no rush for answers, though I would definitely like to know how to fix this since I do plan to make some characters for my friends who introduced me to the DST in the first place and I want to know how to fix it if the problem arises again. thank you a bunch! [removed files]
  9. Hello. I have an issue while trying to get the function GLOBAL.MakeAllSuffixes() working in my translation mod. It works when I use it alone in modmain, but it doesn't when I load the main translation with LoadPOFile("*.po", "lang"). I can think of three possibilities: The function is not intended to work with .po translations. The function is intended to work with .po translations, but there is some bug preventing it to do so. I'm doing it wrong, or missing some code in my modmain. I don't think #1 is true, because I remember the devs implemented this function in order to help translators. So, either #2 or #3 are the answers. It is not trivial for most modders/skilled users to mess with .po files, so I understand that most people don't have time to test it on their side. Anyways, I count on someone to help me with a confirmation about this issue if possible. This way I can do the right thing, being it to work correctly in my own code(which are only 2 lines at the moment) or asking to move this post to the Bugs Thread if it is indeed a bug. I posted it a long time ago with no answer, but by that time I didn't realized the function would work without loading the .po file. Thanks to @Muche for helping me with a couple tests on his side some time ago. Thanks in advance.
  10. I am working on a custom character mod and I thought it would be fun to give the character a idle animation, I figured that the peruse animation that Wurt uses when reading books would be a great fit, but sadly it turns out Wurt uses a custom face for that so any other characters that do it dont have a face sprite for it (With exceptions). I don't have any clue what the name of the face sprite needs to be, I tried a few obvious options like incrementing the face sprite number or trying something like face_peruse-0 but none of that worked. I have been talking with a friend who also was working on a character mod and simultaneously had the same idea of using the peruse animation as the character's idle animation and he could not figure it out either. I realized something interesting about the peruse animation during my testing though, even though most character's dont have any face sprite for the peruse animation, a few of them do, be it a unfitting face sprite but it does mean that those characters must have a face sprite under the same name. Characters that have a face sprite for the animation: Warly Wormwood And Wurt of course. Every other character has just the head base. If anybody knows of what the face sprite is called or could direct me to a mod character that has a face sprite for this animation it would be much appreciated. Me and my friend would really love to get this working in our mods and thanks for at least reading about our problem.
  11. Hi Everyone =D, So after the last update (Walter and Woby) a lot of things starter to crash in the mod I help maintain (My Pet) since Woby shares a lot of things with the critters code. One of the changes implemented by Klei was how the game shows the Abandon action when near the Rock Den. In order to avoid people abandoning Woby they made a check that if the pet is a container the abandon action will never show only the Pet Action. klei files componentactions.lua crittertraits = function(inst, doer, actions, right) if inst.replica.follower ~= nil and inst.replica.follower:GetLeader() == doer then if right then if inst.replica.container then -- Added for wobysmall table.insert(actions, ACTIONS.PET) elseif doer.replica.builder ~= nil and doer.replica.builder:GetTechTrees().ORPHANAGE > 0 and not inst:HasTag("noabandon") then table.insert(actions, ACTIONS.ABANDON) end elseif inst.replica.container == nil then --V2C: @Scott: Should this always be available??? table.insert(actions, ACTIONS.PET) end end end This is a big issue since My Pet mod transforms the critters in a container by default (like Woby). So my issue here is that I can't create a way to go around the check Klei implemented so the Abandon option never appears because as soon as the game detects the Pet as a container it will not show the Abandon. What I thought I could do was to create a new Component Action in order to divert the check Klei did to the new one I create, the issue here is that I don't know how to create a new Component Action, and the tentative of copying one never worked. I tried to add the file componentactions.lua to the My Pet files, but I can't make the mod access that one instead of the one in klei files (I'm aware this might not be the best way to code a mod, but I was desperate xD ). Any help with this will be very appreciated =D My Pet Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1898077974 Let me know if you need anything else in order to help me =)
  12. A bit of context first,I got bored playing the same way over and over again as Wolfgang so I decided to "restart" my journey, I got to the portal with no items (I left all that I had in my base) and started from the bottom again,winter came in and I decided to make a bigger base at the Oasis,when my game started to lag, then I saw THIS : I've never knew that volt goats would overpopulate like rock lobsters and grass geckos,please if someone knows anything about this bug or how to solve it help me please,this is my main world and I don't want to delete it ;-;
  13. I was trying to add a structure but when I checked the game files I noticed that that line was at the end, some had "nil, nil, nil, nil, 4" or "nil, nil, nil, 6" Recipe("minisign_item", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_ONE, nil, nil, nil, nil, 4) Recipe("fence_item", {Ingredient("twigs", 3), Ingredient("rope", 1) }, RECIPETABS.TOWN, TECH.SCIENCE_ONE, nil,nil,nil,nil,6)
  14. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  15. So... I making a character who can eat cutgrass. I have made different attempts but I have not come to anything yet, any help would be very helpful. I am quite a novice using the code. Thank you very much! Thanks
  16. It's annoying to plant Berry bushes, grass tufts and saplings because the item slots open immediately when the item is put on the lower half of the screen. This is so annoying because we have to move our character far down and put items on the top. Please fix this, Klei team.
  17. Its been a while I played dst and I recently bought wormwood. But now I am having a lot of problems playing him recently because he can't heal from dishes. I have opt out for bee boxes and spider farms for healing items but I'm having no luck. They require papyrus/ stones which are rather rare. what should I do? How do you play him? What are your priorities? Please share
  18. I've been trying to make a character not gain any speed multipliers when walking on roads, paths and trails, but everything I tried so far has not worked. My attempts on character.lua: inst.components.locomotor:FasterOnRoad(false) inst.components.locomotor:SetFasterOnRoad(false) inst.components.locomotor.fastmultiplier = 1.00 inst.components.locomotor.enablegroundspeedmultiplier = false inst:AddComponent("locomotor") inst.components.locomotor:EnableGroundSpeedMultiplier(false) I tried these individually and none of them seem to have worked, I can clearly see that setting groundspeedmultiplier to false does something but all it actually does is teleport me back a few steps every time I try walking on Roads, not actually slowing me down. I went over to Wurt and saw that she has a multiplier for walking on swamp tiles, and I also noticed that Roads count as a tile. inst.components.locomotor:SetFasterOnGroundTile(GROUND.MARSH, true) so I tried inst.components.locomotor:SetFasterOnGroundTile(GROUND.ROAD, false) and it still doesn't work... Has anyone ever attempted to "remove" or "ignore" the road's speed buff? I'm not that good at Modding but everything I tried so far with the locomotor component has failed me.
  19. Hello, I'm making a photographer character that uses a camera that makes pictures depending on his sanity, depending on the sanity threshold. "Passionate Picture" high sanity "Bland Picture" medium sanity "Horrible Picture" low sanity My problem is: I have no idea how to make this, any help would be appreciated, and thanks in advance.
  20. I am making an oar, it's fully functional besides the fact that that swap_anim is invisible! The prefab itself is called "living_oar" (its an oar made out of a living log), the "atlas-0.tex" in the swap anim folder isnt invisible and build.bin is renamed to swap_living_oar (from the normal oar). I have tried the following: Putting the anim and swap anim in the modmain like this (nothing happened) Changing the first spoiler to the second spoiler in living_oar.lua (nothing happened) Changing said "swap_anim" in the directly above spoilered code (tested with the oar, spear, and moon cutter. Changed the living oar to look like the respectable item) Due to the circumstances and evidence, I believe that "swap_living_oar.zip" is not properly imported into living_oar.lua. I have optimized my mod as to only include the item if any of you would like to help me please. living_oar mod.zip
  21. Hello! It has been a while since I have worked on modding, so i'm pretty rusty. (Not that i was good to begin with) I'm looking to replicate something similar to Wortox's teleport ability but without the use of souls/blinkstaff without an item, i have gotten it to work with the use of souls but it seems to me the only other bit I need to change is the blink action itself. ACTIONS.BLINK.strfn = function(act) return act.invobject == nil and act.doer ~= nil and act.doer:HasTag("soulstealer") and "SOUL" or nil end ACTIONS.BLINK.fn = function(act) local act_pos = act:GetActionPoint() if act.invobject ~= nil then if act.invobject.components.blinkstaff ~= nil then return act.invobject.components.blinkstaff:Blink(act_pos, act.doer) end elseif act.doer ~= nil and act.doer.sg ~= nil and act.doer.sg.currentstate.name == "portal_jumpin_pre" and act_pos ~= nil and act.doer.components.inventory ~= nil and act.doer.components.inventory:Has("wortox_soul", 1) then act.doer.components.inventory:ConsumeByName("wortox_soul", 1) act.doer.sg:GoToState("portal_jumpin", act_pos) return true end end I'm going to need a new tag and remove the "and "SOUL" or nil" bit, but then if someone plays wortox that will mess them up i assume. Basically the question is, how can I make a new one of these actions without hindering other characters, i assume I shouldnt touch the actions.lua file at all, and if that is the case how would I do that in my character file? Bonus questions: How can i make custom localization so it does not say Soul hop, and make it say something else? Is it possible to change the key bind wrong right clicking to another key? I currently have it possible to use a keyhandler, but i'm not sure how to pass in anything other than right click local function GetPointSpecialActions(inst, pos, useitem, right) if right and useitem == nil then local rider = inst.replica.rider if rider == nil or not rider:IsRiding() then return { ACTIONS.BLINK } end end return {} end the "right" is there, but trying to change it to a key value like 122 will not read correctly like I have for other things. Thanks in advance!
  22. Hi! I'm making my first mod because i wanted to add a character i made in the game, i'm not really good at coding so i was wondering if someone could help me with a perk! Basically what i want my character to do is to give a sanity aura (Like a gloomer) to other players around, with a maximum of 2 players near my character (If there's 1 person near he will still give sanity aura) But when there are 3 or more players near my character, he will give an insanity aura instead I know that is it possible to make a character give sanity aura, but i'm not so sure if something this specific can be made Many thanks for the help!
  23. Hello everyone! I m looking for someone to create a mod for my character Walter. I wrote and drawn 2 comics for this character so it will be nice to see him in the game. If you are interested please let me know.
  24. I noticed two bugs while I was playing with my friend in multi (My friend was the host of the server also): My custom item doesn't want to show (inventory pic and other animation pics), while my friend could see it When my friend tried to give me custom item, my game crashes with the error "[string "scripts/components/inventotyitem.lua"] :10: attempt to index field 'inventoryitem' (a nil value)" Just on a note: the string №10 in inventoryitem.lua is local function onowner(self, owner) self.inst.replica.inventoryitem:SetOwner(owner) end I just can't understand what's wrong... Maybe something wrong with animation folders in the first problem? But then what's wrong with the second one? I haven't seen any topics about that so i'm calling for help! Here's my mods, because ig maybe here's something wrong with all of them, uhuuuhhh mods.zip
  25. I am having troubles finding a way to code a mod for Wolfgang. You see, I want to mod Wolfgang to that his health is consistently 150 at wimpy form, 200 at normal form, and 300 at mighty form. It also want his consistently 75% speed at wimpy, 100% at normal, and 125% at mighty. His hunger will stay. I would also like him to lose sanity at 1.5 rate when near monsters and the night. I know it's a lot to ask for, but I am bad at coding and don't really know what I'm doing when it comes to Wolfgang. If you are going to help me, please leave the whole thread of code for Notepad++ for the modmain.lua, thanks to all.