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Found 88 results

  1. Here's the thing, I was trying to fix the anim issue of Deluxe Campfires 2.11, which has a super large anim that's blocking a large area on screen for mouse to interact. I decompiled the ice_star_flame.zip with krane.exe, changed nothing, put the outputs to mod's exported/ice_star_flame/, delete the original ice_star_flame.zip in anim/, start the game, according to the console prints, successfully compiled, enter my world, at last, found out the anim's already totally diffrent from the original anim(or your can say it's totally broken). There, I'm just wondering is this supposed to be like this, or it's a bug of the ktools? Must I get the original Spriter project to modify what I want? Or else I'll have to completely rebuild the anim with what's left in the krane.exe's outputs?
  2. i need a simple mod .. a button on the HUD that when u click it open an URL to a steam group if someone is interrested in making that please respond have a nice day:)
  3. 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 Steam: https://steamcommunity.com/profiles/76561198076768290/myworkshopfiles/?appid=457140 Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Due to having over 35 mods it's become awful to keep their list maintained in two places. Full list of mods with their descriptions is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md
  4. So recently, I got back into relearning how to make custom characters using the extended character template. As a good friend of mine wanted me to make two for him. And all was going well until I went to test out my progress in game, only for it to turn up invisible. I searched for some answers and found the animation folder wasn't compiling after deleting it. I've looked through my folder and I can't seem to find the issue. So far I have only changed around the names and mod info and drew all the assets for the character. I'd be very thankful if anyone could help me out. I included a zip of the character folder. szuzu.zip
  5. Im trying to make my custom character say random lines when he attacks, and so i copied the code from the marble stuff (when you carry the suspicious marble stone, you can get more than one sentence), but it does not seem to work. It does not give any error, just doesnt say anything on that part. this is the attack speech code BATTLECRY = { GENERIC = { "Lets get messy!", "I have... something for you", "It will be over quick", "Someone has to do it... and I want it to be me!", "I have come for you", "Your finality approaches...", "Now, lets dont lose our manners!", "Hehehe, this will amuse me", }, PIG = "I've killed lots like you", PREY = "Lets have some fun", SPIDER = "Just a bug", SPIDER_WARRIOR = "Come here, pal", DEER = "Destiny", }, And this is the marble speech, i cant figure out why it does not work ANNOUNCE_ENCUMBERED = { "Huff... ", "Hahah... God dammit...", "I need to.... work on my muscles", "This isn't... gentleman's work...", "I feel kind of lost...", "I hope I dont... mess my hair", "Hngh...!", "I miss my powers... so much!", "Dont I... have anything better... to do?", }, Thank you very much
  6. Hey all! For the past few days i've been working on some code to put the head/base skin option for Modded Characters. And I have finished! And felt it was optimised enough to share to the public! All I ask for you, is to credit me if you do end up using this! What do I need? -My File! : skins_api.lua (You can rename it to whatever you want, but I named it to "skins_api" for this tutorial) -Some basic knowledge of compiling -You should probably have a finished character mod before attempting skins, haha Something to note, Make sure, for the name of your skins you will HAVE to name it in the way shown below "prefab-name-of-your-character_skin-set" Some correctly named skins would be... "wagstaff_roseate" "wheeler_nature" "warbucks_victorian" "wilba_formal" The skin names below are NOT correctly named "nature_wilba" "gladiator_wheeler" "magma_wagstaff" --For reference, Here is a list of all the skin sets in the game! GoH - formal Survivor - survivor Triumphant - shadow Roseate - rose Costume - [skip] Gladiator - gladiator Snowfallen - ice Verdant - nature Victorian - victorian Magmatic - magma Hallowed - [skip] Wrestler - wrestler Now that we made that clear, You're going to want to create... well your actual skin! If you've followed the Extended Character Template (Which i'm pretty sure you obviously have) you can simply download it again, or if you already have it, and then get your exported folder and start drawing your new skin! What'd I reccomend is copying all your characters files over to this new exported folder and then start drawing your new pngs. Now you can finish drawing the assets or set it up and move on to the code and finish the art later. Once you are done your art run the game and the autocompiler should run exporting your skin into an zipped folder in the anims folder. You'll want to download the file I put in the beginning of this tutorial and put it in your mod, like this! (Again, using the name skins_api, but you can name it to whatever you like!) Now, you'll want to put this code in your modmain.lua --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.wilba = { "wilba_victorian", --Hornet: These skins will show up for the character when the Survivor filter is enabled } PREFAB_SKINS["wilba"] = {"wilba_none", "wilba_victorian"} --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["wilba"] = { "wilba_none", "wilba_roseate", "wilba_victorian", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("wilba") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file --Skin STRINGS STRINGS.SKIN_NAMES.wilba_none = "Wilba" STRINGS.SKIN_NAMES.wilba_victorian = "The Victorian" STRINGS.SKIN_QUOTES.wilba_victorian = "\"WILBA'TH DOTH NOT WANT WEARETH O' MOTHERS DRESS!\"" STRINGS.SKIN_DESCRIPTIONS.wilba_victorian = "Wilba's tendency to go Full Hog was simply not enough to stop her mother from dressing her up all fancy-like." Now that you've done that, it's time to actually create the skins code-wise! You will want to head over to your characters _none file. I named it "wilba_skins" but you can keep it as character_none! Whatever you wish --Hornet: This is how I did my skins prefab file!, Obviously youll need to change all instances of wilba to your characters prefab name local prefabs = {} table.insert(prefabs, CreatePrefabSkin("wilba_none", --This skin is the regular default skin we have, You should already have this { base_prefab = "wilba", --What Prefab are we skinning? The character of course! build_name_override = "wilba", type = "base", --Hornet: Make sure you have this here! You should have it but ive seen some character mods with out rarity = "Character", skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", }, skins = { normal_skin = "wilba", --These are your skin modes here, now you should have 2. But I actually have 4 for WIlba! Due to her werewilba form and transformation animation werewilba_skin = "werewilba", --If your character is a character like Woodie or Wilba with multiple transformations then youll want to have multiple skin modes transform_skin = "werewilba_transform", --Usually your character should have "normal_skin" and "ghost_skin" and Yes! You can actually edit the ghost skin to your liking ghost_skin = "ghost_wilba_build", }, assets = { Asset( "ANIM", "anim/wilba.zip" ), --Self-explanatory, these are the assets your character is using! Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) table.insert(prefabs, CreatePrefabSkin("wilba_victorian", --Now heres the fun part, Our skin! I did "wilba_victorian" but you can do whatever skin set you want! { base_prefab = "wilba", build_name_override = "wilba_victorian", --The build name of your new skin, type = "base", rarity = "Elegant", --I did the Elegant Rarity, but you can do whatever rarity you want! rarity_modifier = "Woven", --Ive put the rarity_modifier to Woven, Doesnt make a difference other than say youve woven the skin skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", "VICTORIAN"}, --Notice in this skin_tags table I have "VICTORIAN", This tag actually makes the little gorge icon show up on the skin! Other tags will do the same thing such as forge, yotc, yotp, yotv, yog and so on! skins = { normal_skin = "wilba_victorian", --Rename your "normal_skin" accordingly werewilba_skin = "werewilba", transform_skin = "werewilba_transform", ghost_skin = "ghost_wilba_build", --And if you did a ghost skin, rename that too! }, assets = { Asset( "ANIM", "anim/wilba_victorian.zip" ), Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) --If youd like to make more skins, simply copy the CreatePrefabSkin function and accordingly make new skins you want! return unpack(prefabs) Congratulations! You've created your prefab skin! And now, it's time to test! Congratulations! You did it! I'll be going over skin portraits and swap_icons right now You may have noticed there's no icon here. Well that's because there's no SWAP_ICON! You will find your swap_icon image in the exported folder of your skin. The image should be around 192x192. Make sure the pivot of the symbol is in the middle in the spriter file! If you for some reason don't have this swap_icon, you'll want to make a new folder named SWAP_ICON, put your 192x192 image. Go to spriter and plop the image down, and make sure the pivot of the symbol is in the middle! Next, open the game up and let the compiler run and badum! You should get something like this once you load into the game. Portraits Once you're done drawing your portrait, you'll want to have your xml and tex as usual You can use the game’s autocompiler to compile your tex and .xml from a .png or use Handsome matts Tools(https://forums.kleientertainment.com/files/file/73-handsome-matts-tools/) to manually decompile the tex. However, you’re probably going to need to change your xml file to this <Atlas><Texture filename="wilba_victorian.tex" /><Elements><Element name="wilba_victorian_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.36181640625" v2="0.99951171875" /></Elements></Atlas> If you haven't noticed, the name variable here is going to need a "_oval" at the end of the skin name, so go ahead and put that in if it isn't like that already! Woo! And of course don't forget to declare the big portrait assets in modmain.lua like this. Asset( "IMAGE", "bigportraits/wilba_victorian.tex" ), --Into the Assets table in modmain.lua Asset( "ATLAS", "bigportraits/wilba_victorian.xml" ), And there you have it! That's all! Let's go over some obvious things Am I allowed to create skins for Official Don't Starve Together Characters? No. Am I allowed to create skins for Non DST Don't starve characters such as Walani, Wagstaff, Wheeler, Wilba, Woodlegs and Wilbur? Maybe? I get a lot of mixed answers from people and i'm not too sure on that. Obviously you can see I've been using Wilba as an example this entire time. I'm not going to release these skins without an official clear answer If there's something you don't understand please PLEASE tell me! It's my first tutorial and i'm not sure if I explained everything well. Happy modding!
  7. Dear modding community, Let me just say I don't have any idea how to mod or if it would be possitble so hereby a request. Would it be possible to create a mod that let's you build for example a ladder or tile in a checkered pattern, like ladder/empty/ladder/empty etc. This would be really helpfull when building acces areas to a place where you want access but not cancel the build order in a checkered pattern. Maybe it could be an option when you select the ladder to build and like the priority settings select pattern or even e new "ladder building" which is 1 block high and 2 wide with one ladder and one empty space. Let me know the thought or if this would already exist in the current mod files. A fellow dupe manager
  8. I have this working perfectly but what i'm trying to do is create multiple items instead of just one, what do I do with this code to make it so I create multiple anememy traps? local dug_trap_starfish = Recipe("dug_trap_starfish", { Ingredient("redgem", 4), Ingredient("trap_teeth", 2)}, RECIPETABS.WAR, TECH.SCIENCE_TWO) I thought it was num = * but I don't know.
  9. Nightinggale's mods list List of mods Black Hole Garbage Disposal - remove unwanted items to increase FPS in late game Coal Generator Delivery Fixes - improves control of coal delivery chores to make the coal generator more useful Half Door - 1x1 Mechanized Airlock High Flow Storage - liquid and gas storage with many pipes in and out of each building Pipe pressure valves - compress pipe contents from many small dots to a few big dots Piped Output - Adds pipe output to buildings releasing gas/liquid to the room while maintaining the room release if no pipe is present Player Controlled Switch - The player can toggle all switches without needing duplicants to do anything Sensory Overload - Adds plenty of new sensors for automation Water Sieve Dynamic Clone - adds (instead of replaces) a Water Sieve with dynamic output temperature (Obsolete due to changes in ONI) Launch preview branch support Due to difficulties supporting two versions of ONI, the steam releases are all for the live branch (Quality of Life 3). All mods have been updated for Launch of GitHub, but they require you to manually installing the mods. I highly recommend subscribing to this thread if you have manually installed mods. Steam link (Visit steam for longer mod descriptions and screenshots) GitHub repository
  10. Unnatural Selection is a community-made mod with enough content to be comparable to a DLC. It plans to add all kinds of new mobs, items, characters, biomes and events. The project is very ambitious and we plan to stick to it until the end. Below, you can find general information about the mod. Follow The Mod:Discord: https://discord.gg/RKSUcvtSteam: http://steamcommunity.com/groups/us_collab US Wiki (WIP): http://unnatural-selection.wikia.com/wiki/Unnatural_Selection_Wiki Planned Features: Developer List: @Fidooop: Lead developer, project manager, and programmer@ImDaMisterL: PR manager and strings@spiderdian: Artist and animator@Dudedude: Artist, animator, sound designer, musician, and string writer@halfrose: Artist and animator@Chris1488: Head playtester @Jpianist: Musician Contributor List: Important Threads: Videos:
  11. I would actually like to create this myself since it appears (I'm guessing) to be a simple logic looking through an object and randomly selecting what is available. Unfortunately, I cannot seem to follow the steps to get my MS VB 2019 configured so I can try this out myself. Any assistance in either setup or actually making this mod would be great!
  12. Hey so I have been trying to make my own character, who is a bit of a clone off of wortox but in trying to make it my own, but I seem to be running into error, and I''m not very good at lua scripting, If anyone can help me out here I'd greatly appreciate it, and if you want I could do art for your own character as a thank you, so right now i've been getting these errors and cant seem to figure it out, Ill attach everything ive ran into so far and ill also give the files as well Wolfshier character v1.0.3 for forum.zip client_log.txt DxDiag.txt
  13. Hi. I was wondering where I could find the golden texture for the name in don't starve together? I'm talking about this one right here. I can only find the gray one. Thanks.
  14. I've been looking into saving game state to file system. Specifically, serialize all the lua tables relevant to the game state into json. This will pose two obvious challenges: a) some game objects may be recursive; b) functions cannot be sensibly serialized in general. There are quite a few libraries and methods to go about this [1]. And the game already uses a few methods (namely `./scripts/json.lua` and `./scripts/inspect.lua`). The idea is that we can iterate over the common game tables such as `TheWorld`, `ThePlayer`, `TheNet` etc. recursively, and convert each key-value pair into string, indenting appropriately. This is already implemented in `debugtoosl.lua:dumptable()` as well as `table.inspect()` both of which can serialize/convert a `lua_object` into `String`, which can then be printed or saved into a file. The issue is, when I tried `table.inspect(ThePlayer)`, or `table.inspect(ThePlayer.components)` or even `table.inspect(ThePlayer.components.Builder)`, the game simply ate all my 8G of RAM and got killed by the OS. I wonder if it would be possible to write to a file incrementally instead of creating the whole representation in RAM, holding the string in RAM then writing it to a file. Using common tools to inspect (deeply nested) `json` data, it would make it easier for Modders to learn about how this game works in general and would prove to be a very good mental model and guideline for reading and modding the game source code. In the end, I'm looking to get something like this (after loading the `json` into some `json` inspector; heck even Chrome can inspect `json` files with tree-like inspection support): _G ├── TheNet ├── ThePlayer │ └── Components │ └── Builder └── TheWorld └── SeasonManager p.s. This would also make tools like DSTed [2] very powerful, enabling users to traverse game state that was stored during game play. [1] http://lua-users.org/wiki/TableSerialization [2]
  15. Hello everyone! I'm not sure if this is the right place to post this given there's so many questions being posted (including by myself lmao), or if I'm even doing this correctly, but I wanted to post something that I made with the help of the very nice user Cagealicous; my first completed music mod! It was a looooot of stress, effort and trouble trying to figure it out with the outdated guides and whatnot (up until he made one), but here it is! Here is the list of changed music: music_FE & music_FE_WF (Main Menu Theme & Winter's Feast Menu Theme): File Select/Pop Star Select/Rock Star Select/Ripple Star Select DST_theme_portaled (Character Select Theme): World Map jukebox (Item Collection/Trade Inn/etc. Menus): Enemy Card Index/Mini Game Select gramaphone_ragtime: The End ~ Staff (Part 2) music_danger (Autumn Enemy Fight): Battle Among Friends - Adeline music_danger_winter (Winter Enemy Fight): Room Guarder music_danger_spring (Spring Enemy Fight): Battle Among Friends - Waddle Dee music_danger_summer (Summer Enemy Fight): Noisy Race music_danger_cave (Cave Enemy Fight): Taking Battle music_danger_ruins (Ruins Enemy Fight): Falling Fight music_epicfight (Autumn Boss Fight): Boss music_epicfight_winter (Winter Boss Fight): Boss music_epicfight_spring (Spring Boss Fight): Boss music_epicfight_summer (Summer Boss Fight): Boss music_epicfight_cave (Cave Boss Fight): Battle Among Friends - King Dedede music_epicfight_ruins (Ruins Boss Fight): Miracle Matter music_epicfight_stalker (Reanimated Skeleton Boss Fight): Dark Star music_epicfight_stalker_b (Ancient Fuelweaver Boss Fight): Zero-Two music_hoedown: Invincible Lollipop music_hoedown_goose: Invincible Lollipop music_hoedown_moose : Invincible Lollipop music_work (Autumn Working): Pop Star music_work_dusk (Autumn Dusk Working): Training music_work_night (Autumn Night Working): Quiet Forest music_work_winter (Winter Working): Shiver Star music_work_winter_dusk (Winter Dusk Working): Above the Clouds music_work_winter_night (Winter Night Working): Shiver Star Select music_work_spring (Spring Working): Aqua Star music_work_spring_dusk (Spring Dusk Working): Mountain Stream music_work_spring_night (Spring Night Working): Aqua Star Select music_work_summer (Summer Working): Rock Star music_work_summer_dusk (Summer Dusk Working): Neo Star music_work_summer_night (Summer Night Working): Neo Star Select music_work_cave (Cave Working): Friends 3 music_work_ruins (Ruins Working) Factory Inspection And here's a link to the actual mod! https://steamcommunity.com/sharedfiles/filedetails/?id=1927893747 I hope you enjoy this mod! I put a lot of work and love into it!
  16. 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
  17. Hello there! I recently have composed a character mod that consists of a character and a custom item this character uses. All seemed to work just fine, even to where I uploaded it to the workshop. However, I soon discovered that the mod absolutely does not work with caves and I cannot figure out why. The mod works perfectly fine with no caves, but once they're added, the server immediately disconnects and loses connection right after spawning in. If this matters, my character's perks are: -sanity gain near certain mobs -spawns with a custom weapon -loses additional sanity at night I have attached my character, modinfo and modmain .lua files in case anyone wants to view them. Thank you for your time! modinfo.lua modmain.lua wolyo.lua (EDIT): I singled out the issue and found the specific lines that are causing the crash. It is these lines of code in my modmain.lua that cause the server to disconnect upon launch - AddPrefabPostInit("butterfly", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("bee", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("chester", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("glommer", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("hutch", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) If these lines work without caves, what would make them work with caves?
  18. So, once again I'm here to ask for some modding help, this time about an old character I decided to give a custom voice. I tried to follow some of the steps presented here on other tutorials and also checked some of the custom characters I have saved as well just in case, but something about the coding's not working according to the game it seems. Error says I need to add a "}" after ASSET{, but there is one after the asset packages; the lines I added inside it were the SOUNDPACKAGE and SOUND one as follows: And inside the mod folder itself, I did add a sound folder: My guess is that happened because of the fsb being a "bank" file instead of the usual fsb, but somehow I cannot make a fsb file in a different manner following the tutorials and I'm pretty confused about it myself. Under the ASSET{ [...] } part, I added these, as character mods such as Wynn and Womp do: And, on woofer.lua, on master_postinit: Tried changing the death_voice to "death" since that's what it is called on the FMOD files, but same error. I don't know what exactly is not working here; FMOD files attached for possible analysis since I may be doing something wrong here. Edit: I FORGOT TO PRINT IT AFTER THE "WAVERLY" WAS CHANGED TO "WOOFER" MY BAD, ERROR STILL STANDS woof.fev woof_bank00.fsb
  19. So, somehow I'm actually on college to learn programming but LUA's kicking my ass hard. I need some help making a function (or anything, really) that makes him get a speed boost on two separate wetness levels, as in: >29, speed is multiplied from 1 to 1.05 >59, speed is multiplied from 1 to 1.2 Everything else on the code is sorted out correctly, this is the only thing that's being a problem to me right now. An optional thing I'd like to add but, once again, is optional and not required, is making held weapons slip more easily than on a vanilla character since he's pretty clumsy. I tried some codes I found on the forums, but none of them worked properly. One did manage to kiiiind of work, until I got the wetness above 59. Then the game crashed. Current attempted code screenshots as follows: (on local functions before master_postinit) inside master_postinit I've tried other methods but this one was the least buggy one up to now.
  20. My weapon, based on the Simple Bow (DST) mod https://steamcommunity.com/sharedfiles/filedetails/?id=709198071 is invisible until I swing it, and even then it isn't in the right spot. I've attached my character file and a video of the problem. Someone, please help I've spent hours on this! terrifried.zip Don't Starve 2019.12.27 - 19.00.18.01_Trim.mp4
  21. Hello everybody. I am attempting to make a character of my own that can make potions to help other players and potentially an equippable item. I have attempted to look at other mods to see in their prefabs or scripts to figure out this but I have no clue what Im looking at. Can somebody tell me the basics on how to make a crafting tab only my character can use, and how to set potions that will separately heal up hunger, health, sanity, remove sanity, and give the effect that chili flakes and garlic powder would give, as well as spicy chili and ice cream would, as well as an equippable that will be used for crafting and gives minor sanity? Do note that none of the potions will have multiple effects.
  22. Hi there~ Does anyone know of any mod that adds a 'Saladmander' [the fruitdragon] as a pet? in the critters tab or can make one that does? i use the " More Pets <3 reuploaded " mod and there's a bunch in there, but the mod is actually dead, so i can't ask to the author, a good soul reuploaded it for us to use and it works fine now, but he hasn't touched the mod like editing/adding stuff to it, there's even this exact same request to add the saladmander in the mod's page but he hasn't touched the mod yet SO i ask, is there a way someone can make the code, create a standalone pet like this one <<, or update this 'dead' but ressurrected mod and post it again idk °n° they are so cute i'm mad at myself for not being able to edit this kind of things and add them myself [cries in noob language] thanks in advance for any reply
  23. Hi All, So I released my don't starve OC 'Whyatt' as a mod earlier this year and I'm looking for someone to help me with fixing up the coding and his compatibility with the new updates. I didn't code any of it, i had some help, but that person is no longer interested so I'm looking for another reliable programmer who I could possibly communicate with via Discord. Here's my mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1655943117 Currently what I need fixed is (but not excluded to): Whyatt needs to be compatible with the new tides update, as currently the game freezes when he steps on a boat. I need to make the Saxophone item better, in that it's not based around the panflute (i have a custom sound built for it). Currently, any panflute you interact with turns into the saxophone and vice versa, which is annoying :/ The name templates are all broken since the Wortox update for some reason. On the select screen it says Random and in-game using the inspect function it defaults to Wilson for some reason. These are the biggest issues I've found but I'll probably find more as I play him again. I'd also like to add him to single-player and add in a new quirk too but for now I just want him fixed ;w;. I'd really love to find someone who's a competent coder. I am able to pay through Paypal or via art commissions so you won't be leaving empty-handed in any case.
  24. Mod Comission

    Hi, I was wondering if anyone would take a comission for a mod. I was thinking about a little coin purse for oincs in DS Hamlet, it could be made with pig skin and gold or cloth, and would only be capable of holding your oincs. If the Masked Pig manages to hit you it would fall and there could be the possibility of losing it by the thief but not for the guards, the guards won't try to take it. I've playing Wes and I can't stop imagining him with a cute little coin purse xDD Of course, this would be a comission so I'm willing to pay for the work, you put your price
  25. Ladies and Gentlemen, bringing you exciting news: from the stomach of the Gnaw, we are proud to satisfy your hunger for The Gorge! Our team worked hard to bring everything you know and love from Gorge along with new content such as perks for our lovely new characters, new game modes, new features, and full mod compatibility! Our team consists of: @Asura_Dis -Programmer, data miner; @Hornete - Programmer; @Cunning fox - General Programmer; @surg - Programmer, data miner; @POWD3d4 - Artist; @Zarklord - Programmed coins formula; @Leonardo Cox - (thx for the gorge btw) - Random facts and data; We’re in the late stage of development and this mod will be released soon. Get your stomachs turned and ready! We are looking for: Some help with coins formula. The current one is not precise enough. Writer, to write missing strings for new characters. Any of your ideas for new game modes! Join our Discord server to stay updated Screenshots: P.S. Thanks to Rev for the name idea