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Oxygen Not Included

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  1. <Still no idea where to put this> Well this was planned to be an Update to "Big Chill", but it kinda evolved into its own thing. <So what is Big Freeze all about?> I modeled the world-gen script off of the "Helicona" preset rather then using the "default" one this time round. I focused more on customizing the different subworlds this time round as well and yes I remembered to change the "Name:" property so that it'll work correctly in debug mode. <New subworlds> -Naturem subworld This subworld generates next to the starter world and will give you access to a natural gas geyser and a steam geyser. Unlike its previous iteration found within "Big Chill" it should no longer completely rap around the starter area. I've also given it its own custom biome. Basically think of it as a extra bit of starter area. I also found that in testing you have a small chance that this subworld will not spawn at all. You also have a chance of having this rap around your starter area completely like it did in "big chill".(and everything in between) -Hot Jungle This putrid mixture of Slime-lung and chlorine is know as the Hot Jungle. Strangely the live in this subworld has managed to drastically increase its temperature compared to the rest of the asteroid, but your dupes may prefer to not venture in too deep. This will provide you with another Steam geyser and Natural Gas Geyser. You will also be able to find a Chlorine Geyser(I set this to a 100% chance) -Frozen Oil fields Like the Hot Jungle, some dupes actively believe this region of the asteroid once also had a ton of live, but unlike the Hot Jungle the live here evolved to suck heat out of there environment. Although you can still find a few stray Wheezewords, sleet wheat outcrops and slicksters, most live that lived in this aria is long gone by this point. - The surface and void Few dupes would willingly venture out here without some protection. Impacts with other objects have left "Hot spots" on the surface as well. Similarly the empty, cold eternal nothingness that is the void would freeze them solid within seconds. Few gases or liquids don't turn solid here as the void itself is near a frosty 0 degrees Kalvin(in other words, near absolute zero). <Other changes> Increased the map size to 512 by 512 <Installation guide> >Go to steam >Right click Oxygen not included >Select Properties >Select the "Local files tab" >Select browse local files >open "OxygenNotIncluded_Data" >Make a backup the file "StreamingAssets" >Copy the contents of this zip into your "OxygenNotIncluded_Data" file >If you're using debug mode then don't select "Replace" if prompted >Else hit "Replace" >If you're installing a patch then I recommend you hit replace since those typically modify main scripts If you plan to use this with debug mode then activate this worldgen script with the "world(DEBUG):" option under the "Custom game" tab when you select "Start new game" from the main menu.(Set it to Big Freeze) If you're unsure then rather hit "replace" when prompted. <Older versions> <Version 1.4 : Rancher Upgrade Mrk1 update> All your dupes fall to there feet as the asteroid begins to shake violently. One of your dupes drags themselves over to your printing-pod's terminal. The asteroid, being knocked of course a few months back, has crashed into a caper-belt like cloud of, what your dupes refer to as, space junk. Some dupes reports that some of the geysers look different now And some volcanoes seem to be popping up -other notes I tried to maintain some randomness, so you may notice that some geysers are different on each new play thru. Also the optional patch still works, it gets updated independently -dev log This update is mainly here to address the new worldgen added with the Rancher upgrade mrk1. Sadly due to some annoying bugs with the menu system within the preview I found it exceedingly difficult to perform the update this time round. A followup update (probably 1.4.1) will address any bugs within this update after the rancher upgrade goes live so play with caution. Do note if no bugs are brought to my attention then this will be the final version until a new update adds more worldgen or I think of new things to add. Sorry if I sound down I'm recovering from a bit of a sickness and my nerves are fried after dealing with the aforementioned menu bug. <Files: Mod> <Legacy versions> big freeze V1.4.zip <Files: Patches> Worldgen_fixV1.0.zip <Closing notes> Remember use at own risk, this will significantly increase the time it takes to generate worlds and black hole repellent is sold separately. You may also make use of the scripts I wrote for your own thing if you wanted to. Also don't be afraid to suggest changes I should add below. I tested this with the latest Version 1.0-1.1 Occupational Upgrade preview build. Version 1.2-1.3 I tested with the latest Occasional Upgrade release build Version 1.4 I tested with the latest Rancher Upgrade mark 1 preview build
  2. ONI-Modloader A modloader for Oxygen Not Included based in Harmony. It allows to load mods contained in independent dll files. Please refer to the following github Readme for updated information and instructions: https://github.com/javisar/ONI-Modloader/ If you want to contribute, there are a list of ideas and requested mods here: https://github.com/javisar/ONI-Modloader/issues We'd greatly appreciate to fill the templates for bugs and features: https://github.com/javisar/ONI-Modloader/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. This project uses source code of and is based on: https://github.com/zeobviouslyfakeacc/ModLoaderInstaller https://github.com/spaar/besiege-modloader https://github.com/pardeike/Harmony https://forums.kleientertainment.com/topic/81296-mod159-materialcolor-onionpatcher/ Latest release: ONI-Modloader v0.5.1. Compiled for SU-290532 (Klei Master branch). May fail in the following ONI updates. Community Mods Javisar's Mods - Forum Cairath's Mods - Forum RainbowDesign's Mods - Forum MidnightSteam's Mods - Forum MooreDavid's Mods - Forum Sijko's Mods - Forum Project ModLoader: The modloader itself. Injector: It injects the call to the modloader in 'Assembly-CSharp.dll'. Must be executed every time Klei updates the game. OnionHook: Just a helper to generate IL code for the Injector. Installation Quick Start Installation Uninstallation Change Log Creating a Mod Harmony/ONI Tutorials
  3. Hello, I accidently made the previous thread in DS single player section. I created my own basic mod with basic tweaks but I cant make it work. Can anyone advices me on how can I make it work? Here are the mod folder and .log files. I'm sure it's easily solveable but I couldnt figure out how can I make it work. Kendi Modum.rar client_log.txt
  4. Hello! Many months ago my files for my mod corrupted and reverted back to the 'esctemplate' template mod, and so far I decided to (painstakingly) bring back the corrupted files by carefully copying and pasting the files into the correct folders and .lua files. Everything seems to work fine then until I update the mods and then everything reverts back to 'esctemplate' again. No matter how many times I attempt this, it gives me the same result. Hell, I've even manually restored everything instead of copy and pasting the lost files back and they still decide to disappear. It just started doing this one day and I've been really wanting to update my mod with new content, but I obviously can't. I have a good feeling the files are corrupt, but even then I can't put my finger on how that happened (I haven't touched the mod since I established it last year in October). Can anyone help me with this? I just really want to get back to updating my mod. If I left out some details, please tell me and I'll elaborate more on them.
  5. Hiya All, So I've been having a rough time getting the names_leonard and names_gold_leonard to appear on the character selection screen. I continuously looked over if I made any error and even looked over the tutorial (Using Extended Sample Character Template by Dragon Wolf Leo) I used for my mod and tried looking in the forums for the solution, I just can't seem to find one that works. As i'm about to show you below if I just select my mod the name doesn't appear, yet if i hover over the other characters their name would stay in place of where his name is suppose to be. I looked over it carefully everything looks correct so i'm pretty stumped at what I am suppose to do. The png pictures of both names_gold_leonard and names_leonard automatically compiled the .xml files by the don't starve mod tools I've done that over and over and got the same result. Files that work but won't appear in game selection. Any help would be appreciated i'm not much of a wiz with finding solutions to something like this. Thank you all for your time and hope to hear from you all soon.
  6. I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Mods require modloader: https://forums.kleientertainment.com/forums/topic/88186-mod04-oni-modloader Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Example mod descriptions - this list is not full (the most up to date list is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md) Conveyor Rail Filter (ConveyorFilter.dll) Adds a new object - a filter for conveyor rails. Allows filtering one or multiple items and sends them to a second output line. Note: the second output icon for filtered line does not display, but the filtered output cell is between input and output. Conveyor Rail Shutoff (ConveyorShutoff.dll) Adds a new object - an automatable conveyor rail shutoff. Drywall Not Entombed (DrywallNotEntombed.dll) No more 'Entombed (160)'! Drywalls and the tall facility windows are no longed considered entombed. Drywall and Tempshift Plates Hide Pipes - Separate Objects (DrywallAndTempshiftHidePipesSeparateObjects.dll) Adds new objects: Drywall (hides pipes) and Tempshift Plate (hides pipes) that are rendered on top of pipes and wires. Warning: it does not play well with paintings and plants and can cover them as well. Visual only - DOES NOT affect decor calculations. Prettier Conductive Heavy-Watt Wire (PrettierConductiveHeavyWattWire.dll) Reduces the decor penalty for Conductive Heavy-Watt Wire to -5 decor (radius unchanged -- 3) Take Medicine Threshold (TakeMedicineBoosterThresholdMod.dll) Sets the immunity at which dupes will start taking vitamins (immunity boosters) to 80, so they do not waste them at 99%. Water Sieve Output (WaterSieveDynamicOutput.dll) Water sieve outputs water and dirt at their input temperature instead of at fixed 40C. Piped Algae Terrarium (PipedAlgaeTerrarium.dll) Adds (does not override the existing one) a new Algae Terrarium that functions like the basic one, except it has a piped polluted water output. Ranching Sensors (RanchingSensors.dll) Sets to active or inactive when the number of creatures/eggs/creatures+eggs is above/below certain threshold. Adds 3 sensors. Download & installation To use the mods you need to install ONI-ModLoader using instructions available here: https://github.com/javisar/ONI-Modloader#installation Compiled mod files are available for download in the modfiles folder. Once the Modloader is installed the mod files (*.dll) should be placed in the Mods folder created by the Modloader in the game root directory.
  7. Trevice's Mods Lair These is a compilation of my Oxygen Not Included mods based in Harmony. For use with ONI-Modloader. For an update list and description of these mods, check here: https://github.com/javisar/ONI-Modloader-Mods We'd greatly appreciate to fill the templates for mods bugs: https://github.com/javisar/ONI-Modloader-Mods/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. Latest releases Mod Installation Mod List Check these link to more detailed descriptions and howto's. AllBuildingsDestroyableMod: Allows to construct on top of Gravitas furniture. Also POI's buildings are no longer invincible. AlternateOrdersMod: The Fabricators and Refineries will alternate between infinity orders. BuildableAETNMod: Makes the AETN buildable and researchable. 20k Refined Metal. There is no preprint sprite. CameraControllerMod: Enable further zoom-outs in play and dev mode. CustomWorldMod: Enables the player to user custom world sizes. Edit the OnionConfig.json file for changes (taken from Onion patcher). DisplayDraggedBoxSize: Shows selected rectangle dimensions using any tool. FastModeMod: Duplicants will build an dig very fast. FluidPhysicsMod: Overwrite some fluids molar mass to make them equal, this produces more mixing. Very Experimental. FluidWarpMod: Teleports liquids and gases between places. InstantResearchMod: Forces instant research without Debug mode. InverseElectrolyzerMod / InverseElectrolyzerAltMod: Combines hydrogen and oxygen into steam. NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). SculpturesReloadedMod: Adds a new sculpture building that allows more materials. SpeedControlMod: Fast Speed x10 set to behave like Ultra Speed in debug mode. SuperMinerMod: Digging drops the complete cell mass. ZeroPointModuleMod: A battery that gets unlimited energy from the vacuum. ONI-Common: Common code. Provides config load/save functionality, logger, help tools. Required by these mods. BuildingModifier: Allows to modify building attributes. EXPERIMENTAL ImprovedGasColourMod: Replaces the oxygen overly with gas colors. Also visualizes the density (taken from Onion patcher, modified). MaterialColor: Adds an overlay option to visualize what a building is made of (taken from Onion patcher). NoDamageMod: Disables various damages in game. Overload, Overheat, boiling, cold, buildings. RoomSizeMod: Recognizes rooms (count cells) to a room size maximum of 1024. Configure maximum room sizes. WorldGenReloaded: Changes geysers properties, frequency and allowed zones. EXPERIMENTAL.
  8. Before I get into anything I should say the only reason I've gotten this far is by looking how other people mod and do that myself, so I lack a bit of the know how on doing things completely independently. So I'm working on a character mod and I've hit a bit of a road block. I've been able to get all of the character sounds working except for the one used for the /sleepy emote. For the life of me I can't find what it's called inside the code. When remaping a sound it normally looks something like this -> RemapSoundEvent( "dontstarve/characters/keylii/talk_LP","keylii/keylii/talk_LP" ) <- or this-> RemapSoundEvent( "dontstarve/characters/keylii/carol","keylii/keylii/carol" ) <- along with a corresponding assets in the fev and fsb file. If anybody know what it's called in the code or a least point me to another mod that has a /sleepy sound, could you help me out? This has been driving me crazy! Also, sorry if this isn't quite the right place to ask this kind of stuff, i'm still kind of new to the forums.
  9. Hello fellow modders and DST players, I'm wondering how I would look through the recipe list from the file, Recipes.lua Instructions: Read recipes file. Read through recipe list for entries with science/magic level 1. Return a list of the recipe names for each entry. Step 4 I can do on my own, but I'll explain for context. I need to return all the recipes that use a certain station level so I can add the recipe to my character's knowledge. Why am i doing this in such a specific way? I want to make it so my character has the equivalent of Wickerbottom's knowledge of first level of crafting (Plus for magic), except requires the respective second station for further recipes. inst:DoTaskInTime(0, function(inst) inst.components.builder:AddRecipe("shovel") inst:PushEvent("unlockrecipe", { recipe = "shovel" }) end) If you can help with this, I'd be extremely grateful.
  10. Hello fellow modders and DST players, I decided to post another thread with multiple specific questions instead of posting multiple threads with single and/or wide topics. This thread's goal is to find out how to design the various attributes of my mod character and its class items. Below I will post the character mod, its description and questions relating to the programming/technical side of the character and its items. (Note: Currently the only digital assets used are the ones from the extended character template, a wand item example and More weapons and Magic mod. These assets are temporary placeholders until I can hire a graphic artist, once mod complications are fixed.) -----Character Description----- Name: Gwen, The Faithful Health: 150 Hunger: 125 Sanity: 125 Has been here before Can craft Night tools by default. (Axe, Pickaxe, Shovel, hammer, pitchfork!) (Machete for SW?) Can craft Rickidy Staff by default. Knows first science tech level by default. Knows first magic tech level by default. Cooks in half the time. Picks things in half the time. Social and talkative Gains sanity when nearby a player, non-cumulative. (Removed to balance healing staff sanity regeneration.) Positive sanity aura for nearby players. Once every 15 seconds you emote, heal 1 HP to yourself and nearby players. Starting items Starts with a Rickidy Staff. Starts with a Night Axe. Starts with a Night Pickaxe. Starts with a Night Shovel. -----Item Details----- Rickidy Staff, details: The staff functions as a walking cane. While held provides +2 sanity/min. Is able to cast both healing/resurrection spells at a cost. Non-Walking Cane functions only work for Gwen. Night Tools, details: (Note: Each tool spends 2 sanity per complete chopping, mining, digging, pitching, or smashing action.) Don't have durability. Uses sanity per partial action or attack. The amount of sanity is the fraction from the following. [2 / # of partial actions] or [2 per attack] If you have no sanity, costs nothing to use. -----Questions----- How do I make a tool use sanity on actions, including chopping and attacking for example? Complete How do I make a dapperness (Sanity gain) effect only work on a specific character (prefab) while using/owner of an item? Complete How do I make a character know the first level of the magic tree by default? Complete How do I make a character pick things in half the time? Complete How do I make a character cook things in half the time? Complete How do I make the chat emote heal ability? I'll update this list if I have any more questions. I'd be extremely grateful if someone can answer these questions. I'll update the main post to state which questions have been answered. Hopefully these questions will help with your own mod character or item, as a useful reference. Gwen The Faithful.zip client_log.txt
  11. Once again I've come seeking aid from this wonderful community. Sadly I lack anything beyond elementary coding skills, and I work on yet another character mod for DST. For my next project I wish to learn how to add an effect that takes place when said character is at low/0 Sanity, such as moving slower/gradually dying.
  12. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  13. Hello fellow DST players, I'm looking to find out if the console version of DST can run mods and if it can access the steam workshop. In addition to this, can PC players play with PS4/console players. I've been wondering because I'd like to buy the console version so that when a friend comes into town, they can play with us! If you know anything about this, please post a reply. I put this in the mod section because it's solely a question about mod capabilities and connectivity. This question has been solved by a response from PeterA. Thank you PeterA for the quick response. Answer: Mods aren't compatible and crossplay isn't available.
  14. Me and my friends are working on a hand slot equippable item loosely following this tutorial My friend ran into a problem that the ground_item is using swap_item sprites and swap_item sprites is invisible Even though its compiled correctly in anim folder frostmourne_q.rar I went and tried myself , notice in the tutorial specified the path "exported > 1st myitem folder > 2nd myitem folder > myitem.png" and saving the .scml from Spriter on the 1st myitem folder However when i do this the compiler failed to find myitem.png and swap_myitem.png frostmourne_n.rar We are not entirely sure where is our problems coming from , the prefabs or the the spriting department , because when i sad we "loosely" followed the tutorial , i meant he used DST API instead of the one from the tutorial Thank you in advance
  15. Hello fellow modders and DST players, I'm looking to check if a targeted player is a ghost. This is for a resurrection ability on a healing cane I'm working on. I'd be thankful for any advice!
  16. I would like to know if someone knows how to add 2 songs in the dynamicmusic.lua or if it's a more easy way in the Fmod files, making them to have a chance of 50/50 to play. I already tried with a very poor way Anyway, any type of help is appreciated.
  17. Hello fellow modders and DST players, I hadn't wanted to post this so early to our other posts. But I need a solution for this to help my family find us on our server. Hence i'm deciding to make a revamp of the player indicators portion of the Global Positions mod. This mod will be compatible with or without global positions. Well, onto the details... Details: These player indicators will function the same as with Global Positions mod, except specifically for friends of your steam account. (Newish!) Player indicators increase/decrease in size as other player moves closer/farther away. (Same as original) Player name will appear when hovering over the indicator. (Same as original) These player indicators will remain on screen permanently. (New) These player indicators will only appear for you and other users on your friends list. (New) These player indicators will only show for friends, with or without Global Positions mod enabled. (New) Mod is compatible with or without Global Positions enabled. (New) If you have any further questions, feel free to post a message. I'll be posting the file for global positions as well as looking at files later today for analysis. I'd be extremely grateful for the help as I want to make this function on our server rather than have all users show up. This is also due to I wanting to increase our server size in the near future as well as host it as dedicated server. workshop-378160973.zip
  18. Hello fellow dst modders and players, I'm looking for something that could be run in a mod to check if the server is dedicated upon startup. The reason for this is to prevent clients acting as hosts from running the mod regardless if enabled in mods. I would be extremely greatful for the help and feedback you provide!
  19. So Im starting work on my second character mod, my first one really only required I changed some values that already existed in the base files for her perks, but for this character, I really want to make it so he transforms into a different form when his sanity is low. Im guessing I could probably recycle code from Woodie's beaver transformation, but I have no idea how I'd tell it to change with sanity, as well as how I'd link the sprite. Im asking now because i dont like waiting and want to finish this mod relatively quickly because it's partially for a friend. (Sorry if I reply late to anyone on here, im multitasking, so I might not be able to see it until tomorrow, especially since it's already quite late here)
  20. Hello, I've been looking for a code to make a character's perk where they are able to have a very small chance of dropping gems from any types of boulders. if any one can help me with this code, it'll be very appreciated !!
  21. So, my friend's made a post previously about the coding. It's already done, but we currently need help with the art as it's NOT being placed in the right places and we just don't know what we can do. Tried to switch it on spriter, changed positions manually on the files themselves, even re-drew them and nothing. We tried following the forum's guide to see if we could change anything, but to no avail. Currently, reshaping and moving the pieces around just made it worse. So... we need help lads. Edit: mod art files added. Base used was extended sample character. Woofer.rar
  22. Modders Wanted Mod-Team : Me? Sprite/Animation-Team : Me Roadmap Small pile of codes
  23. Hi pals! My only problem seems to be the missing special characters in the font, such as the "ç", and the accents ´ and `. Therefore, while playing the game shows some weird "letters" that you can see on the pic. I found somewhere that the issue may occur because of translating the PO. file from the scripts folder instead of the DCL001 the folder, yet since I am creating a mod, I have a separated folder that goes in the mod folder. Any help will be appreciated! ^^
  24. Originally I had planned on having her with more anime hair, but decided against it due to the head being too big to fit in-game. It ended up looking like this: In an attempt to fix it I decided to just redo the head entirely. Only problem is that when I delete the anim files and run the Autocompiler I am only left with the Ghost files. I have tried rerunning autocompiler multiple times to no success. I have tried deleting the ghost files and running it, no success. I have no idea what to do at this point. Nothing is working and because I cant get the anim files to recompile again I am only left with the bugged version of the character. Any help would be greatly appreciated!
  25. Hello there! I've been trying to make a custom crockpot burger food recipe for my character mod, by following this item sample: https://forums.kleientertainment.com/files/file/202-sample-mods/ Following this and even going to check out mods that succeeded the same doesn't quite work for me? The item DOES exist it the game, as I can spawn it in my inventory (using c_give, as c_spawn doesn't work for it), but it is impossible to put on the ground (it disappears instantly and doesn't exist at all anymore) And it also does not cook in the crockpot with the recipe I made. I assume it has to probably do with the way I get the anim.zip to work. I didn't really find a tutorial that shows how to proceed once the art is done to make the zips and all, so I made a spriter in the exported folder to get it to compile the anim automatically. I don't really know if I do it properly, so any help would be amazing! I have attached my whole mod folder as a zip to this topic, (below the gif) if anyone is willing to help me! Thanks for reading! Here's a gif of the issue in-game: