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Found 10 results

  1. Version 1.3.4

    779 downloads

    Also available on the Steam Workshop: In Single-Player Form: June the String-Puller [DS][ROG][SW] And Multi-Player Form: June the String-Puller [DST] June is my own OC (from her own universe, not from Don't Starve). As such, please do not reupload this mod and or character without permission. Stats: Health - 110 Hunger - 100 Sanity - 300 Damage Multiplier - x0.85 Attack Interval - 0.3 Perks: Pigmen, Rabbitmen, and Wildboars gain an extra 50% loyalty time when befriended by June. Each gains unique buffs as well! Bunnymen do not aggro on her carrying meat. Starts with 3 meat in her inventory [Don't Starve Only] Can craft a Meat Effigy at the cost of 3 Meat and 3 Monster Meat without the need for prototyping! [Don't Starve Together Only] Can revive off of viable companion mobs. Will not have a max health penalty, but will respawn with only 15 health and kill the companion you haunted (viable companion mobs include Pigmen, Rabbitmen, Rock Lobsters, Chester and Glommer. This can be further modified in configuration) [Don't Starve Together Only] June is a pretty corrupt person, and the more loyal or numerous her following becomes, the more her corruption shows towards others. As such, if June has 3+ followers or at least 1 extremely loyal follower, she will emit an aura, draining other players' sanity. This can also scale up the more followers and or extremely loyal followers you have. Gameplay Style: June is a moderately weak character whose only shining point stat-wise is her immensely high sanity max of 300. Outside of this, her true strength lies when she finds a companion. For instance, feeding a Pigman or Rabbitman will increase their loyalty gained by the food item by 50%. This, combined with her starting inventory of 3 meat, gives you enough food from the start to keep one pig loyal for up to 4.5 days. Even smaller meals can give more loyalty, so you don't have to just feed them meat. Another perk of hers is that Rabbitmen will never aggro on her when she has meat in her inventory, which makes having a following comprised of both Pig and Rabbitmen more viable for her. Her final (and most influential) perk is her ability to revive off of viable companion mobs (includes Pigmen, Rabbitmen, Rock Lobsters, Chester, and Glommer). For doing this however, the companion dies and she spawns in with only 15 health, but does not gain a max-health penalty and possibly even the killed companion's food of choice, allowing you to start the follower cycle all over again. June's followers gain buffs that scale up based on how loyal they are, separated into 4 stages. At stage 1, June's followers become sick of her demands and slack, degrading June's sanity in the process. At stage 2, they are at their default stats. At stage 3, they gain a small buff. At stage 4, they gain a strong buff, passive regeneration, and even passively raise June's sanity over time. (Followers will let you know what stage they're at through comments) It is best recommended to have a small following, so that when food becomes scarce, June doesn't suffer a huge amount of lost sanity. Backstory (for those that want one): June is an anthromorph, a creature composed of both human and animal DNA. Created to live for hundreds of years and look as beautiful as if she was still young. Before her kind was given proper human rights, she was produced as a dime-a-dozen servant/slave whose sole purpose was to please her owner’s demands. However, June was a special case. Unlike other anthromorphs of her time, she was extremely intelligent and didn’t take satisfaction in pleasing her owner, so much so that when her owner got drunk one night, she fooled him into his bedroom with her, and killed him in cold blood. Of course, because of how anthromorphs were “stupid creatures who follow their master’s will,” the courts ruled out murder in favor of suicide and June got off scot free. From then on she used her mind and body to trick unknowing people into doing exactly what she wanted. Now, trapped in the world of Don’t Starve, she finds her skills of manipulation being put to the test, as she now must use them to make her way through using this world’s smartest creatures… believe me… that isn’t saying much. If you've downloaded June off of this page and not the Steam Workshop and suffer from a game-crashing bug, please make sure to check and see if your version is up to date before reporting. Currently June's version is: 1.3.4 for Don't Starve Together (see changelog for more information) 1.1.3 for Don't Starve (see changelog for more information) Known Bugs: [Don't Starve Only] When saving a game and re-loading it, any companions you currently have will have their loyalty reset to 100% (50% in the case of June's loyalty increasing perk) if their current loyalty to June at the time of saving exceeded the maximum default loyalty. [Don't Starve Together Only] If you enable Widgette by Dragon Wolf Leo and have one player play as June with another as Widgette, the one playing as Widgette will crash (I believe this has something to do with both having lightning in their modmain... but I don't believe I can fix this since it could be June or it could be Widgette... I can't really tell from the code) Special thanks to: Dragon Wolf Leo, creator of the Extended Character Template Electroferret for help with coding and enthusiasm
  2. I'm getting ready to publish the DST version of my character mod and have nearly all the sounds in place. Are there any examples of how to replicate the /yawn and /sleepy emote sounds for a custom voice type?
  3. I am working on my Character once again. I'm getting the orphaned resource errors again for this character and I don't know what is causing it. Here is the crash log Andreas Nylleri Moon.zip
  4. greetings. I have been working on a character recently, but have run into a crash I cant seem to resolve. here is the log: As far as I am aware, a value in strings/mod.lua is not existant, and is breaking everything, and I don't know why. Any assistance would be appreciated.
  5. I'm currently having a problem with my code within the modmain of a custom character I was creating and I was able to isolate it down to this line here: if v.components.age:GetAgeInDays() % daysRequired = 0 then What I'm trying to accomplish is a simple RNG item giver to a specific character, but only when their time alive in the world fully divides (nothing in the decimal places) into the required day count (determined by the config data of 'gem_generation'). However, when it comes to running the code below, I always receive the same results from the game. For the line I isolated above, it always crashes saying that "then is expected near =" for said line. I'd appreciate any assistance in finding out the issue as well as how to solve it. The full code: if GetModConfigData('gem_generation') > 0 then local function GiveGems() for i,v in ipairs(AllPlayers) do local daysRequired = tonumber(GetModConfigData('gem_generation')) local playerAge = tonumber(v.components.age:GetAgeInDays()) -- If the player is example, has more than 0 health (isn't dead) and the age of the player meets the generation requirements if (v:HasTag("example")) and (v.components.health.currenthealth > 0) and (playerAge > 1) and not v:HasTag("playerghost") then if v.components.age:GetAgeInDays() % daysRequired = 0 then --Gives the player a random gem local RNG = math.random(1,36) if RNG < 7 then v.components.inventory:GiveItem("redgem") elseif RNG >= 7 and RNG < 13 then v.components.inventory:GiveItem("orangegem") elseif RNG >= 13 and RNG < 19 then v.components.inventory:GiveItem("yellowgem") elseif RNG >= 19 and RNG < 25 then v.components.inventory:GiveItem("greengem") elseif RNG >= 25 and RNG < 31 then v.components.inventory:GiveItem("bluegem") else v.components.inventory:GiveItem("purplegem") end end end end end -- Runs GiveGems local function OnDayComplete(inst,day) GiveGems() end -- Runs GiveGems at the start of a new day AddWorldPostInit(function(w) w:WatchWorldState("cycles", OnDayComplete) end) end
  6. All right @rezecib here is the coding as promised and how it is with my mod along with small screenshots to show where stuff is located. Ignore the text being gibberish I had simply wanted to make sure it was reading the things I wrote. My modmain.lua coding with the modimport bolded The announcestrings.lua file that is placed underneath my character's speech files An image of where the file is located which is in the scripts folder of the mod
  7. Hi guys, Wanda beta is doing well on Steam, But now my daughter wanted me to make a mod character for her, "Wilma the Milkmaid." I have an artist friend that might just re-skin Wigfrid for me to give the traditional Swiss dress look, and the rest of the character is quite a simple concept: generous custom stats, starting inventory, tech tree, and a special recipe. However, I am stuck trying to get her to spawn with an Insulated Pack in her chest slot at the start of the game. It's easy enough for me to type c_give("icepack") for her each time she loads a new server, but I would rather just get it to work. Do I have to clone the Insulated Pack and have the clone look and function the same way, or is there a simpler way to get this to work? I tried adding local prefabs = {"icepack"}, as well as local start_inv = {"icepack"} since the start_inv by itself didn't work, but not working? Also, how do I incorporate another mod into Wilma, such as Beefalo Milk and Cheese? I tried adding the line modimport("scripts/beefalo_milk_and_cheese.lua") to Wilma's modmain.lua , and copying that file across into the scripts subfolder, not sure if it's that simple?
  8. Public beta is now available on Steam, http://steamcommunity.com/sharedfiles/filedetails/?id=549904379 ~~~~~~~~~~~~~~~~~~~~~~~~ Hi guys, This is my first post to Klei forums. I have played solo Don't Starve for 531 hours, and Don't Starve Together for 642 hours. I'm very keen to make new friends in the Australia / NZ area who want to DST with me and dozens of other local friends I have made who do it too. Anyway, I came up with this idea for a mod character, the coding is coming along pretty well with contributions from Zackreaver, DarkXero and Maris (everything before "Further Developments"), and art from Vivalavie. I have released her for public beta testing because I want to debug her before coming up with further developments. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wanda the Druidess - "Nature is my Frenemy" Back Story Cursed by Porvata, Polish god of the Woods, for carving her name into a sacred tree. Wanda has a love-hate relationship with nature. Stats Health 160 Hunger 125, x0.83 hunger rate Sanity 130, -1/min dapperness generally, but Sanityaura +10/min when near flowers Starting Inventory Lureplant Fleshy Bulb 4 Leafy Meats Floral Shirt Nature Scientist Starting recipes: - Shovel - Pitchfork - Basic Farm - Nightmare Fuel - Papyrus - Bandage - Honey Refining - Manure At Science Machine, can prototype: - Pumpkin Light - Improved Farm - Bucket O Poop - Bush Hat At Prestihatitator, - Magic Trowel (can transplant up to 3 cacti) At Shadow Manipulator, - Lureplant Summoning Scroll Lureplant Farming Eyeplants are not agro at Wanda Can harvest their lure without it retracting its eyeplants and going back to "just planted" stage Can hang leafy meat on drying racks to make leafy jerky Ovo-lacto Pescetarian Seafood is the only meat that her vegetative metabolism is able to manage. Anyways, she has a hard time appeasing Porvata as it is, let alone having to deal with Krampus were she to kill too many innocents. So, what she can eat is: Vegetables, fruit, leafy meat, ice, birchnuts, seeds, eggs, electric milk, butter, honey, fish, eels and froglegs (but not any other kind of meat) Crockpot recipes that contains the above as primary ingrediants Raw birchnuts (-1 health, +6 hunger, -5 sanity) Flowery Hair Grows at a similar rate to Wilson's beard, delays overheating like a Summer Frest, when cut at half length provides 6 fresh flower petals and +30 sanity; at full length, provides 12 fresh flower petals and 1 cactus flower and +60 sanity ~~~~~~~~~~~~~~~~~~~~~~ FURTHER DEVELOPMENT Still working on the speech script, it's about halfway done. Most of the code has been completed for this below "Shenaniganism" plant-naughtiness feature, and the treeguard behaviour, but I encountered a bug before I uploaded this so at the last minute I disabled it for now. This is what it's supposed to look like: * Gains #Shenaniganism from cutting down any tree, digging saplings or grass* Loses #Shenaniganism from planting butterflies, pinecones, birchnuts, saplings or grass* When #Shenaniganism is high enough, JUST ONE poison birch tree or treeguard will be queued to spawn (depending on which biome the player is in at the time / about to pass through). AT WHICH TIME SHENANIGANISM SHOULD RESET. Unfortunately this is the bit that the code currently needs work on, as you might end up with a whole forest of treeguards chasing you at once. The widget also needs a bit of work. * Trees that have already awakened as treeguards but afterwards went to sleep will wake up again as Wanda passes by, and are aggressive towards her when woken this way or if summoned by other players (bushhat enables her to hide from them?) * Wanda cannot pacify Treeguards / Poison Birch Trees by planting pinecones / birchnuts near them * Enable Wanda to craft and/or use Charlie the Gardener's Book of Rain to water mushrooms, farms, etc (or have her own local simulated rain downpour effect)Maybe even... * Scroll that transforms any tree into corresponding Treeguard, including- Spikey Treeguard: more melee damage, shoots blow darts- Burnt Treeguard: causes smoldering / combustion to nearby mobs / objects, shoots fire darts- Aged Treeguard: brittle, pinecone minions, shoots sleep darts- Totally Normal Treeguard: tough, shadow creature minions, melee like a bat bat** ALL ART; INCLUDING CHARACTER SELECTION PROFILE PIC, IN-GAME SPRITES, ANIM, ICONS, ETC * Increase the benefits of eating Red Mushrooms and Leafy Meat for Wanda * Drying leafy meat, and possible use in crockpot recipes * Eyeplants are not agro at Wanda / she is immune to their attacks * Accessing the lureplant's inventory without having to kill it (including rot from half-digested meat) * Harvesting of leafy meat without sending the lureplant back to "just planted" stage * Enable Wanda to craft and/or use Charlie the Gardener's Book of Rain to water mushrooms, farms, etc * Incorporate a few other mods into Wanda (the recommended ones mentioned at the bottom) Eventually I hope to... * Flowery Hair: grows at the same rate as Wilson's beard, delays overheating like a Summer Frest, when cut at half length provides 6 fresh flower petals and +30 sanity; at full length, provides 12 fresh flower petals and 1 cactus flower and +60 sanity * Gains #Shenaniganism from cutting down any tree, digging saplings or grass * Loses #Shenaniganism from planting butterflies, pinecones, birchnuts, saplings or grass * When #Shenaniganism is high enough, a poison birch tree will spawn (alternatively, I might have a tree guard appropriate to the biome the player is in at the time spawn). NOTE: this is in addition to the usual 1.33% chance of treeguards spawning while cutting down trees, so it is possible if the Shenaniganism is maxed while cutting trees with that 1.33% chance coming up at the same time, that both events will trigger simultaneously. # Originally I thought of hijacking naughtiness (it might work in solo DS), but more likely I will have to invent this different Shenaniganism personal value, bit like Woodie's Log Meter for DST. Worse comes to worst, I suppose I could just have gaining / losing sanity (but I think this has been done already by other developers, and I don't want to have players micro-managing sanity all the time) * Sleeping treeguards will always awaken when Wanda passes by, and are aggressive towards her when awakened this way or if summoned by other players (bushhat enables her to hide from them) * Wanda cannot pacify Treeguards by planting pine cones near them Maybe even... * Scroll that transforms any tree into corresponding Treeguard, including - Spikey Treeguard: more melee damage, shoots blow darts - Burnt Treeguard: causes smoldering / combustion to nearby mobs / objects, shoots fire darts - Aged Treeguard: brittle, pinecone minions, shoots sleep darts - Totally Normal Treeguard: tough, shadow creature minions, melee like a bat bat Great Existing Mods to use with Wanda: -Fruity Weapons (Goat in Suit), http://steamcommunity.com/sharedfiles/filedetails/?id=502128980 -Rot Machine ([bSy]Jupiter), http://steamcommunity.com/sharedfiles/filedetails/?id=510956288 -Mushrooms (Lumisteria), http://steamcommunity.com/sharedfiles/filedetails/?id=464110887
  9. Hi guys, I have a mod character called Wanda I have been working on here, http://forums.kleientertainment.com/topic/58411-wanda-the-druid-new-character-idea/ (everything before "Further Development" I have already coded). Can any of you guys help me with the following: FURTHER DEVELOPMENT* Scroll that summons mature lureplants * Accessing the lureplant's inventory without having to kill it* Eyeplants are not agro at Wanda / she is immune to their attacks* Harvesting of leafy meat without lureplant withdrawing its eyeplants and returning to "just planted" stage * Drying leafy meat, and possible use in crockpot recipes * Enable Wanda to eat raw birchnuts (-1 health, +6 hunger, -5 sanity) * Enable earlier learning of Pumpkin Light, Improved Farm, Bucket O Poop, Bush Hat early at Science Machine* Enable Wanda to craft and/or use Charlie the Gardener's Book of Rain to water mushrooms, farms, etc, or maybe craft her own Watering Can which does the same thing, on a smaller scale Eventually I hope to give her... * Sleeping treeguards will always awaken when Wanda passes by, and are aggressive towards her when awakened this way or if summoned by other players (bushhat enables her to hide from them)* Wanda cannot pacify Treeguards by planting pine cones near them* Flowery Hair: grows at the same rate as Wilson's beard, delays overheating like a Summer Frest at full length, when cut at half length provides 6 fresh flower petals; at full length, provides 12 fresh flower petals and 1 cactus flower and +10 sanity* Gains #Shenaniganism from cutting down any tree, digging saplings or grass * Loses #Shenaniganism from planting butterflies, pinecones, birchnuts, saplings or grass* When #Shenaniganism is high enough, a poison birch tree will spawn (alternatively, I might have a tree guard appropriate to the biome the player is in at the time spawn). NOTE: this is in addition to the usual 1.33% chance of treeguards spawning while cutting down trees, so it is possible if the Shenaniganism is maxed while cutting trees with that 1.33% chance coming up at the same time, that both events will trigger simultaneously.# Originally I thought of hijacking naughtiness (it might work in solo DS), but more likely I will have to invent this different Shenaniganism personal value, bit like Woodie's Log Meter for DST. Worse comes to worst, I suppose I could just have gaining / losing sanity (but I think this has been done already by other developers, and I don't want to have players micro-managing sanity all the time) Maybe even... * Scroll that transforms any tree into corresponding Treeguard (Evergreen of whatever size into standard Treeguard, Birch into Poison Birch Tree), as well as: - Spikey Treeguard: more melee damage, shoots blow darts - Burnt Treeguard: causes smoldering / combustion to nearby mobs / objects, shoots fire darts - Aged Treeguard: brittle, pinecone minions, shoots sleep darts - Totally Normal Treeguard: tough, shadow creature minions, kites like a merm, melee like a bat bat * Magic Trowel crafted at the Shadow Manipulator for transplanting cactuses (like the magic pouch of Winnie the Vegetarian in solo DS but costly to make / use, and has limited uses) Zackreaver was so great at helping me with most of the initial stuff, but I don't want to bore him with going through all these things with me, that's why I'm looking for others to help bear the load as well. I also need an artist if any of you are good at working with the spriter, etc (and/or know someone who is)? Cheers, Rusty | SkyPaladin
  10. i made a character that I think is very good but I'm horrid at the whole coding thing. im very good at artwork though and would be more than glad to work with anyone good at coding! but if you want, just ask about picking it up on your own and ill ask you some questions and if I give my approval all I ask is some sort of recognition in the final product! if you are interested and have any questions don't be afraid to ask! P.S I have a full body drawing done for the character already if you are interested and want to see it! just ask and I can email it to you! you can contact me through commenting but it will be faster if you message me on steam or email! ^ (just send a friend request with a message about coding or questions!) steam name: http://steamcommuntiy.com/profiles/76561198077897133/ email: portermilam@gmail.com
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