Search the Community

Showing results for tags 'Help'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Mods and Tools
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out! (Early Access)
  • Griftlands - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out! (Early Access)
  • Griftlands - [Early Access]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 324 results

  1. Can other characters change the phrase if they are examining my character?
  2. I want to make a recipe like 1 flit and 1 log makes 3 twigs or make a cheaper gold axe how would I do that. I have this command will this help me? local Recipe = GLOBAL.Recipe local RECIPETABS = GLOBAL.RECIPETABS local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH
  3. I am creating a character mod for DST. I go into the spriter, edit the character, but nothing changes when I enter the game, what should I do?
  4. I don't quite know what I'm doing aside form this tutorial, I'd really hate to tamper with my files in fear of corrupting something?? I've already completely renamed my files as the tutorial guided me to do so. two of my character files have two completely different names from each other, yet both cant be enabled at the same time?? I don't really know what else to do. I've been lost for the past few days, If anyone has any answers Id really appreciate that!! The video explains everything needed
  5. So when i try to compile my character this error shows up Exporting aisaka.zip Exporting Animation[################################] 1/1 Error Exporting D:\Steam\steamapps\common\Don't Starve Together\mods\Aisaka\exported\aisaka\aisaka.zip 'int' object is not subscriptableTraceback (most recent call last): File "D:\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\exported\..\tools\scripts\buildanimation.py", line 529, in <module> ExportBuild( endianstring, zip_file, buildxml, outzip, not results.skipantialias, results.platform, results.textureformat, results.hardalphatextureformat, results.force, results.ignoreexceptions ) File "D:\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\exported\..\tools\scripts\buildanimation.py", line 395, in ExportBuild img.regions = optimizeimage.GetImageRegions(img, 32) File "D:\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\optimizeimage.py", line 156, in GetImageRegions rootNode = QuadTreeNode(img, None, 0, blocksize) File "D:\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\optimizeimage.py", line 75, in __init__ childtypes = [ Analyze(im, childboxes[0]), File "D:\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\optimizeimage.py", line 34, in Analyze if p[3] == 0: TypeError: 'int' object is not subscriptable when i look in the files of the character there is no anim files so idk what to do
  6. I want to know if there is any function i can call to check if an item is on the players inventory or if it's equipped and then return the item prefab, im using FindItem(), but that only checks if the item is in the inventoryslots. i want to make an object that after being eaten gives durability to a weapon what im doing is the following local function PushMana(inst, eater) if eater.components.inventory then local item = eater.components.inventory:FindItem(function(item) return item.prefab == "megumin_staff" end) if item ~= nil then local uses = item.components.finiteuses.current item.components.finiteuses:SetUses(uses+1) end end end -------------------------------------------------------------------------- -------------------------------------------------------------------------- so i was wondering if there is a function that do the same but for que equipslots
  7. As i said in the title i want to make a weapon that is limited to 1 use per day, i tough of doing it by making its durability 1, and every morning restoring it back, but i cant seem to find a way to get that to happen every morning, i thought of using ListenForEvent() but i don't really know how it works, and i don't know if there's an event for that, the part of restoring the durability i tried to doing it with local function Morning("inst","dont know if i should add other variable") if inst.components.finiteuses.current == 0 and TheWorld.state.isday then inst.components.finiteuses:SetUses(1) end end but i don't understand event listeners very well, im kinda new to coding thanks in advance
  8. bought this game on steam just a few mins ago after playing on ps4 for a few years and i tried logging into my ps4 account where it says account and nothing happened, i tried restarting the game and logging in and out a few times and that didnt do anything, did i do something wrong? if anyone could help thatd be greatly appreciated okay so apparently you cannot transfer items from ps4 to pc
  9. Hello! i'm making a game about beefalos! will be 2d with a cool story! i need help with animations, for new the characters are pictures with a carrat... how i can get the animations of tamed beefalo, festive beefalos from the new update, carrat, malbatros, klaus, tall bird, merm king, merm, pig king, pigman? plsexplen to me how or just give me the animations if you have it... (they needs to be png)
  10. Hi, I'm pretty new in the game and I have no idea how to do a good water loop system for my washrooms, could someone show me what I can do please? I would be grateful if you could do it in debug/sandbox mode and show me exactly what I have to do. (I'll do second washroom on the left side in the future)
  11. I'm doing some coding to make a custom mount for a friend with it's own animations. when I set the bank and build the animations show up just fine (don't worry about the bad drawing above it's just a placeholder) but when I try to ride the mount it turns invisible is there another place where the bank and build is set while the character is being mounted?
  12. hi guys is there any way to get old battle musics or autumn works music? like mods and others? they was nostalgic for me.
  13. how to make items unprototypeable? i want to make an item in ruins tab but it's prototypable, which i don't want to happen, plz help
  14. hello, i'd like to have a list of all tech levels (including moon altar, broken and fixed ancient machine etc.) can i get one? thank you
  15. I have recently found out that you can play animations on your character using the console, this was the forum thread , the command was ThePlayer.AnimState:PlayAnimation("sing_fail", false) , is there a list of these console commands compiled together? Do I have to be an admin in order to use these?
  16. Hi! I've been working on a new mod for a commissioner of mine, and so far everything seems fine, but when I test it on worlds with caves the custom weapon of that character refuses to spawn with the command DebugSpawn, and when I craft it the character holds it and can use it but it's invisible on the inventory and cant be selected (also the animation when attacking glitches out and makes the character's arm invisible along with the weapon itself). I also can't pick it up pressing space when I debug spawn it. I checked if all clients require mod in modinfo.lua was set to true and it is, so I have no idea what might be the problem. I've tried it also when playing on offline mode and on local and it just doesn't wanna work. I also tried uploading it to workshop to see if that happened to fix it, but to no avail. This also didn't happen to me on my first mod where I added a custom healing item. No idea what might be causing it honestly. Any help is truly appreciated, I'll attach a couple of files that may be the cause. "bloodshot" is the character, "shotknife" is the weapon. bloodshot.lua shotknife.lua modinfo.lua modmain.lua
  17. Is there any possible way for me to type announcements to my dedicated server? Or will I have to have set announcements like “This Server Will Reboot In 20 Min” or “Server Will Shut Down In 30 Minutes”?
  18. hello, i would like some help with coding a character for a friend i need help coding in sanity gain around other players and custom players/characters without crashing the game as well as giving people sanity a little wen they are near them as well, i have attempted this before but it just crashed the game wen another player walks near. any coding help is appreciated and i would really like help with this. also here's an image of what made it crash.
  19. I've been working on this for a while. I'm giving up now. I think it will be better for me to get help. I'm making a weapon mod. I cannot add the sound file. This is my prefab. local assets= { Asset("ANIM", "anim/excalibur.zip"), Asset("ANIM", "anim/swap_excalibur.zip"), Asset("ATLAS", "images/inventoryimages/excalibur.xml"), Asset("IMAGE", "images/inventoryimages/excalibur.tex"), Asset("SOUNDPACKAGE", "sound/excalibur_sound.fev"), Asset("SOUND", "sound/excalibur_sound.fsb"), } local function IsValidVictim(victim) return victim ~= nil and not (victim:HasTag("sword") or victim:HasTag("kill") or victim:HasTag("king")) and victim.components.health ~= nil and victim.components.combat ~= nil end local function OnAttack(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_attack") end local function OnTool(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_tool") end local function onattack(attacker, target) if not target:IsValid() then return end if target.components.combat ~= nil then target.components.combat:SuggestTarget(attacker) end if target.components.sleeper ~= nil and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end end local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_excalibur", "excalibur") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_equip") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_unequip") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:SetPristine() MakeInventoryPhysics(inst) MakeHauntableLaunch(inst) anim:SetBank("excalibur") anim:SetBuild("excalibur") anim:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetOnAttack(onattack) inst.components.weapon:SetDamage(50) inst.components.weapon.onattack = OnAttack inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.CHOP) inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(250) inst.components.finiteuses:SetUses(250) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("lootdropper") inst:AddComponent("tradable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "excalibur" inst.components.inventoryitem.atlasname = "images/inventoryimages/excalibur.xml" inst:ListenForEvent("equip", function(inst, data) onequip(inst, data) end) inst:ListenForEvent("unequip", function(inst, data) onunequip(inst, data) end) return inst end return Prefab("common/inventory/excalibur", fn, assets, prefabs) What am I doing wrong?
  20. So, I have recently I have saved up enough spools for a belonging skin and I want a dark sword; what I need help with was figuring out which sword had a little black cloud/smoke effect when striking something with it, I believed that it was the twisted dagger, but I don’t want to risk it. Was it the Twisted Dagger or the Corrupted Blade?
  21. I don’t know what it’s connected with, but for some reason my Don't starve from steam works very strangely. It used to work fine, but now it does strange things. Many buttons in the menu do not work, only the "play" button works, a new world cannot be created, and old ones cannot be deleted. In the game itself, the "s" and "d" buttons do not work, you cannot change the settings or control, when I point at the object the character goes down to the left. In the old SW save, I cannot get out of the boat. After death, the game does not allow me to choose "exit the menu" or "reload the world", so I have to leave the game by closing the game window or turning it off via steam. After I go back to the game, the world in which I died is already reloaded, even if I did not try to click on "reload world". I also tried to check the integrity of files via steam, but it doesn't find any errors. I tried to delete the game files completely, but when I installed all files via steam back, nothing changed. I also tried to delete the game saves, but when I re-entered the game, all the saves remained in place Anyone have any ideas how to fix this problem?
  22. A glitch is happening within a mod that I am tweaking around with. in said mod, a structure built on top of a lake, is harvestable after a short period of time. The glitch that I am referring to is that when a player leaves a server and comes back, the graphic that is shown to signify that said structure is harvestable, is gone. Does anybody know of a function that activates when a player joins a server, so I can make it so that upon joining the server, the mod can check whether or not the structure is harvestable, and re-enable the graphic as a result. I have tried to use "Onload" to fix this problem as follows: But nothing happens, the structure still shows to be empty when it is harvestable. tl;dr: What is a function that activates when a player joins the game, or alternatively what is a better way to implement what is shown in the picture?
  23. EDIT: WRONG FORUM. SAME POST IN CORRECT FORUM:
  24. I'm probably a big dum dum but I can't seem to make dark petals have different stats when eating It's probably easy to make but I'm not able to do it