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Found 50 results

  1. So, i decided to add an item to my character mod, but here's the problem. I dunno, what to do with recipe icon, bc i added the way to .xml and .tex files in AddRecipe function and stuff, but it still won't show. Maybe i'm just a little bit dummy, but i'll be very pleased, if someone will help. o~o Paul McCartney.zip
  2. Hey y'all, thanks for taking the time to read this. Short disclaimer: I'm terrible at modding and know almost zero about coding, but I can follow directions and I thought I did for this character mod using the tutorial that everyone and their mother knows about. So when I get the error telling me to check the log for details, I did that, and to be honest, I couldn't find a darn thing (because I don't know what to look for). So if any kind soul could tell me what ludicrously tiny error I made to cause this...error, that'd be awesome. Also, if anyone could give me the quick rundown on how to make it so my character knows a recipe, I.E Fire Staff and/or Ice Staff, that'd be cool too, but it isn't a priority. And seriously, thank you for your time! Edit: I don't think I really explained it well enough, but what I'm trying to do is MAKE a character. Sorry if I confused anyone. log.txt eonthespellsword-DST.zip
  3. I want to make a chracter who loses sanity per min when his temperature is low and gains sanity per min when his temperature is high, but I don't know what to do.
  4. My mod icons keep showing up like this I don't know how to fix it.
  5. whenever i try to run the code it will work till the actually action happens saying "attempt to index combat (nil value)" it happens whenever the attack happens and this only actually accrues when caves are turned on; any help is appreciated local touch = State{ name = "touch", tags = { "doing", "busy", "prechanneling","touch" }, onenter = function(inst) inst.AnimState:PlayAnimation("channel_pre") inst.AnimState:PushAnimation("channel_loop", true) inst.sg:SetTimeout(0.7) end, timeline = { TimeEvent(7 * FRAMES, function(inst) inst.components.locomotor:Stop() inst.sg:RemoveStateTag("busy") end), }, ontimeout = function(inst) inst:PerformBufferedAction() ---------> this is when the error happens inst.AnimState:PlayAnimation("channel_pst") inst.sg:GoToState("idle", true) end, } AddStategraphState("wilson_client", touch)
  6. I've been working on my Snivy here and there, and I figure that the base system I used for the leveling needs some...adjusting. And it's a little because gaining any number of experience triggers the level-up sound, and that's pretty much entirely my fault. local function levelexp(inst) if inst.exp == 0 then startinglevel(inst) end if inst:HasTag("pokemon") and inst:HasTag("mediumslowexp") then if inst.exp <8 then inst:AddTag("level1") inst.level = 1 elseif inst.exp >= 8 and inst.exp < 27 then inst:AddTag("level2") inst:RemoveTag("level1") inst.level = 2 inst.SoundEmitter:PlaySound("snivy/characters/snivy/levelup") elseif inst.exp >= 27 and inst.exp < 64 then inst:AddTag("level3") inst:RemoveTag("level2") inst.level = 3 -- Skipping levels 4-97 elseif inst.exp >= 970299 and inst.exp < 1000000 then inst:AddTag("level99") inst:RemoveTag("level98") inst.level = 99 inst.SoundEmitter:PlaySound("snivy/characters/snivy/levelup") elseif inst.exp >=1000000 then inst:AddTag("level100") inst:RemoveTag("level99") inst.level = 100 inst.exp = 1000000 inst.SoundEmitter:PlaySound("snivy/characters/snivy/levelup") end end Could I get some help figuring out a more reasonable method of setting level ups?
  7. LUA ERROR

    I've tried everything, from uninstalling to disabling certain dlc and i have no idea how to resolve this. This error appears on start-up meaning i cannot play the game at all. Please help.
  8. Anyone using this mod can confirm its still working? I know the mod itself it still working but the config file any changes made are not changing. Help please really enjoy this mod.
  9. I'm not sure if this goes here or under bugs. My pc completely froze while opening up my solo DST world. It happens sometimes and I just force shut down no big deal. But this time when I tried to open the game, a download screen popped up. The game icon was there and I didn't check to see if the Klei files were there but why wouldn't they be? So I install a bit worried something went wrong and when I go to my servers they are all gone (I had four though only using two). I go into the game files/clusters and they are all there, Cluster 1 through 4 however the file that I ws playing (in cluster 4) is now gone. I mean the Master file is completely wiped. The Caves are still there and intact but no main folder. I attempted to reset my pc to an earlier date since there were no older versions for the game available but it said that it didn't modify my files. What the f happened and is it possible to get my files back? This is the second time I've had to get that specific world back and I have lost my mega collection of Halloween items as well as a forest I dedicated to Christmas ornaments and I don't want to lose them if possible.
  10. here is the code i use local function SpeedUp(inst) if inst:HasTag("playerghost") then return end if TheWorld.state.isday then if inst.transformed and inst.components.hunger.current>=5 and inst.components.sanity.current>=5 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 5 inst.components.sanity:DoDelta(-5) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8 inst.components.sanity.night_drain_mult = 1.5 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 3) inst.components.combat:SetAttackPeriod(0.5) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 5 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 5 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end elseif TheWorld.state.isnight then if TheWorld.state.moonphase == "new" then if inst.transformed and inst.components.hunger.current>=5 and inst.components.sanity.current>=5 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 5 inst.components.sanity:DoDelta(-5) inst.components.locomotor.walkspeed = 8.5 inst.components.locomotor.runspeed = 12 inst.components.sanity.night_drain_mult = 3 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 2) inst.components.combat:SetAttackPeriod(0.3) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 5 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 5 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end end elseif TheWorld.state.moonphase == "full" then if inst.transformed and inst.components.hunger.current>=15 and inst.components.sanity.current>=15 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 10 inst.components.sanity:DoDelta(-10) inst.components.locomotor.walkspeed = 6.5 inst.components.locomotor.runspeed = 7.5 inst.components.sanity.night_drain_mult = 1.7 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 4) inst.components.combat:SetAttackPeriod(0.5) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 10 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 10 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end elseif TheWorld.state.isdusk then if TheWorld.state.moonphase == "new" then if inst.transformed and inst.components.hunger.current>=5 and inst.components.sanity.current>=5 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 5 inst.components.sanity:DoDelta(-5) inst.components.locomotor.walkspeed = 7.5 inst.components.locomotor.runspeed = 10 inst.components.sanity.night_drain_mult = 2.5 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 2.5) inst.components.combat:SetAttackPeriod(0.35) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 5 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 5 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end elseif TheWorld.state.moonphase == "full" then if inst.transformed and inst.components.hunger.current>=7 and inst.components.sanity.current>=7 and inst.level >= 41 then inst.components.hunger.current = inst.components.hunger.current - 7 inst.components.sanity:DoDelta(-7) inst.components.locomotor.walkspeed = 7 inst.components.locomotor.runspeed = 8 inst.components.sanity.night_drain_mult = 2 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 3) inst.components.combat:SetAttackPeriod(0.4) inst.components.talker:Say("Ikuzoo! Nya~", 1, true) elseif inst.transformed and inst.components.hunger.current< 7 then inst.components.talker:Say("Well better eat something before run. Nya~", 1, true) elseif inst.transformed and inst.components.sanity.current< 7 then inst.components.talker:Say("Run? Do i know how to run? Nya~", 1, true) elseif inst.transformed and inst.level < 41 then inst.components.talker:Say("I must be lvl 3 for use this. Nya~", 1, true) end end end inst.transformed = not inst.transformed return true end here is the log i cant figure what is wrong (the code is in modmain.lua) client_log_2019-11-12-06-54-35.txt client_log.txt
  11. local function error(inst) inst.components.health:DoDelta(-15) end Code above is located inside custom item's prefab. How to make it work ? I have tried with player/owner instead of inst but it resulted in error anyway.
  12. Hi, I have this troublemaker in my master_postinit, but no matter how hard I try I just can't succeed. I want it to be dependent on % chance, but as I said this is far above my reach. I know that first part... handle.deststate = function(inst) return "doshortaction" end ... proceeds without executing the rest of code, but when I want to manipulate all those lines to be harmonized it just ends with clusterdisaster. local master_postinit = function(inst) local function custperc(inst) local handle = inst.sg.sg.actionhandlers[ACTIONS.PICK] if math.random() < 0.5 then handle.deststate = function(inst) return "doshortaction" end return if math.random() < 0.5 then "doshortaction" end end else inst.components.talker:Say("I have to rest...", 2.5,true) end end Thank you kind stranger, just in advance.
  13. I need a tutorial for making custom item(armor amulet sword and tools and hat) and i also need a tutorial for custom pet and if it's possible i need to add some custom sound to my character. Thanks.
  14. Hello I have little planets in my starmap Please how I can more planets or edit my planets content Thanks in advance
  15. I’m doing a mod in which some object should gradually heat up by itself. And everything works fine until I start testing in the summer, in summer the temperature almost completely ceases to grow higher than the world temperature, there are only increases of 0.03 Celsius, when in another season they are 0.7.
  16. I want to make the character in my mod able to transform when attacked or below a certain amount of sanity. I do understand some code but not all of it, I looked at Woodie's code but some of the code that allows him to transform I don't really understand, so I was hoping to get a little bit of help with how to make my character transform when attacked or below a certain amount of sanity.
  17. I made a client mod that successfully works on the client, but does not work on the host, so I modified the SendRPCToServer function locally and made it call RPC_HANDLERS, everything works fine until the moment when "RightClick" is simulated, it calls the method of the PlayerController component and I think the problem is in it, maybe you have any guesses? local UpvalueHacker=require("upvaluehacker") local RPC_HANDLERS=UpvalueHacker.GetUpvalue(SendRPCToServer, "RPC_HANDLERS") local function DoRPC(code,...) if GLOBAL.TheWorld.ismastersim then RPC_HANDLERS[code](GLOBAL.ThePlayer,...) else SendRPCToServer(code,...) end end
  18. Hello, people. I've been working on a floating character that can go over water and other terrain, and it's coming along great! My only problem is that whenever my character mounts the plank (or abandons ship), the game crashes because my character lacks the "drownable" component. So, my question is: How do I go about removing the ability to walk the plank? My character doesn't even need boats, really. They can still use them, but they don't move with them. xD There's no need to use the plank, but it's a game-breaking bug, so I need it removed. Any and all help with this would be most appreciated!
  19. I've been trying to make a character who speaks in emojis (as in the Don't Starve Together emojis), but I haven't been able to do it. Example: changing the description of an evergreen to :fire: (the fire emoji). I thought I could replace the character's speech font with the "emoji" font, but I when the character talks, nothing appears over their head at all, even after I changed "It's all piney" to ":fire:". If anyone knows a way to do this, please let me know.
  20. Hello! I'm very green to the modding scene, and have been working on updating an old mod. She works just fine, thankfully! I've just been looking to balance out some of her features, and I can't seem to find anything on preventing a character from using healing items (poultices and bandages, for example). Is it something that can go in the character or modmain luas? Could somebody help me out?
  21. So I'm trying to basically make a reskinned beefalo and I want to change all the animations. I've successfully extracted all of the beefalo files from the beefalo_actions, beefalo_basic, and beefalo_build zips and have also changed the art on each of the beefalos, unfortunately the beefalo actions are in different scml file. for example the all the beefalo walking and idle animations are in the beefalo_basic scml while the running animations are in beefalo_actions. And my art looks kinda weird with the current beefalo animations so i want to go in and change each animations but each folder contains a scml file called beefalo_build which is only referenced in the code to change the image. right now i have replaced beefalo_build in the code with my own custom_build and that has changed the beefalo art to my own art but it has kept part of the beefalo animations since i have to choose whether to change the running or walking animations, but i need to change both to make my character look good Basically, I think I need a way to make an scml file with all the beefalo actions but I don't really own spriter pro to combine them easier. or i need to find where in the code it references the beefalo actions so i can change it to to my custom character actions. Does anyone know where in the code the beefalo actions are called and referenced or a better way to combine scml files?
  22. Is there a way where i can remove the screen animations on the edge that show that your character is freezing or overheating? like if if my custom character is freezing they just can't notice it?
  23. Hello, I have question to anybody willing to help me. In the configuration menu you can change values of certain item for example. But can you make perk (from charactername.lua in scripts folder) switchable between on and off option ? I have no clue how to start it, so I am here for help. local handle = inst.sg.sg.actionhandlers[ACTIONS.PICK] handle.deststate = function(inst) return "doshortaction" end Here's where did I get this perk @no_signal's solution in this topic
  24. I wanted to give my character a life steal ability, similar to Wigfrid's ability to gain HP and Sanity. Is it also possible to transform during battle? After consecutively attacking mobs the character will gain stacks (like filling a gauge) and then transform, gaining a damage boost and speed boost but lose sanity.
  25. I was trying to tackle this myself thinking some of the ideas wouldn't be too bad but I ended up not being able to wrap my head around it. Trying to find item codes that were similar didn't help me out much, either. I wanted to make a set of usable cards (similar to Wickerbottom's books). I was trying to reference Wickerbottom's books but wasn't sure where to go with it. The recipes are done and placed in my character's modmain file. I made a custom crafting tab as well but haven't been able to test it yet. There are four cards I wanted to make: 1. Grants a 50% damage boost for 15s at the cost of 10 Sanity. 3 uses. 2. Grants a 50% defense boost for 20s at the cost of 10 Sanity. 3 uses. 3. Restores 40 Sanity. 3 uses. 4. Restores 50 HP OR revives a Player at the cost of 10 Sanity. 1 use. I was trying to use both the Life Giving Amulet and the Tell Tale Heart as reference for the 4th card but I didn't see anything I could use in either prefab file. If possible I want to use the same animation as when Wickerbottom uses her books. I'd received a lot of help with coding here on the forums for previous endeavors and was hoping I could at least tackle doing items on my own but I soon realized I bit off more than I could chew. I know it's kind of dumb for me to try making things beyond my capability but I thought it'd be really cool to bring my character to life in this game. Any assistance would be greatly appreciated.