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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

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Oxygen Not Included

Found 81 results

  1. Modders Wanted Mod-Team : Me? Sprite/Animation-Team : Me Roadmap Small pile of codes
  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/ https://github.com/javisar/ONI-Modloader-Mods If you want to contribute, there are a list of ideas and requested mods here: https://github.com/javisar/ONI-Modloader-Mods/issues Its MANDATORY to fill the templates for bugs and features: 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. 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 v0.4.8. Compiled for RU-285450 (Klei Master branch). May fail in the following ONI updates. Project Injector: It injects the call to the modloader in 'Assembly-CSharp.dll'. Must be executed every time Klei updates the game. ModLoader: The modloader itself. OnionHook: Just a helper to generate IL code for the Injector. Example Mods 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: Makes panels draggable. 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. MoreMaterialsMod: Allows the construction of some buildings with any buildable material (Doors, filters, bed, canvas, tables, wall fire pole, sculptures, shower, toilets, wash basins, bridges, conduits/wires, ladder, pumps, valves, ventS, tiles, lockers, sensors and gates). NaphthaViscosityMod: Recovers the old behaviour in Naphtha. Sets the viscosity to 0 and allows building vertical airlocks. NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). NoOverloadedWiresMod: Avoid overloaded wires. PressureDoorMod: Removes the energy need for the mechanized pressure door and makes it buildable from all material. SculptureReloadedMod: Adds a new sculpture building that allows more materials. SensorsMod: It modifies some ranges y automation sensors (taken from Onion patcher). SpeedControlMod: Fast Speed x10 set to behave like Ultra Speed in debug mode. StorageLockerMod: Storage lockers won't need a foundation to be built. 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. 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. VentPressureMod: Allows to change the vents maximum pressure. Installation https://github.com/javisar/ONI-Modloader/blob/master/README.md#installation https://github.com/javisar/ONI-Modloader#uninstallation Mod Installation https://github.com/javisar/ONI-Modloader-Mods#mods-installation Change Log https://github.com/javisar/ONI-Modloader/blob/master/CHANGELOG.md Creating a Mod https://github.com/javisar/ONI-Modloader#creating-a-mod Harmony/ONI Tutorials https://github.com/pardeike/Harmony/wiki/ https://github.com/roxxploxx/RimWorldModGuide/wiki/SHORTTUTORIAL:-Harmony https://github.com/UnlimitedHugs/RimworldHugsLib/wiki/Introduction-to-Patching https://github.com/UnlimitedHugs/RimworldHugsLib/wiki/Detouring https://oxygennotincluded.gamepedia.com/Guide/Working_with_the_Game_Files
  3. 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! ^^
  4. 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!
  5. 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:
  6. This surface existed in Helicona and Rock before Cosmic Upgrade. Changes: Installation: 1)Download file 2)Open file with winrar 3)Extract files to C:\Program Files\Steam\steamapps\common\Oxygen Not Included\Oxygen Not Included_Data\StreamingAssets\worldgen Download: OldSurface.rar
  7. Version 1.1

    1,035 downloads

    WARNING: If you are looking for the Multiplayer (DST) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. **Shipwrecked: Ganja bushes will spawn only the casino island (where's the slot machie is) as set piece. Also the ganja and seeds can be found on treasures and as slot machine rewards! --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja must be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== LATE HISTORY (post DST launch) A lot of good feedback was received, our mod ended to be a huge success with many likes and stars, a mountain of stoners use it. But many many requested a single-player version, one to work with base-game only, original Don't Starve, Reign of Giants and Shipwrecked. At this production time we couldn't put much effort to do so in lack of time for this project, we're catch by others things, and if not only by that we realized how hard it would be to port ir from DST to DS, we tought initially that would be peace of a cake (blame Klei for that -- why the devided the game in the first place, DST should be an multiplayer option within DS -- money, always money), ended to be a nightmare and so we had to cut one thing or two and devide in two ports; one for those who got DS only and one for those who got DS/RoG/SW or DS/RoG or DS/SW. Success, after many months we managed to do it! (Many thanks for Bush Doctor, who did most of the porting job, as I were very compromised with other things). We may had promised to present the 'Ganja Foods' set and the 'Weeder' character, believe or not it's actually almost done, both of them, but they might not hit road for good... maybe ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload -If inventory is completely full, and one toke from an item directly in the ground, the item won't loose it's value, as it was unused. ==== TODO -Possibly rearrange the ganjabush prefabs into a single one again. -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a litte. -Add a gnome easter egg -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes.
  8. [DST] Ganja Mod

    Version 1.1

    925 downloads

    WARNING: If you are looking for the Single-Player (base-game DS/RoG/SW) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Chillum One way to smoke hash, difficult to craft, it will give +75 on sanity and -25 in hunger as well it will put the player to sleep, and be groggy when woke for a little time. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll or in the chillum. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja can be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. **The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload ==== TODO -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a little. -Add a gnome easter egg -Make the mod compatible with DontStarve single-player (NOT-Together). -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes. ==== CREDITS Mod Design: Ardokh, Bush Doctor Art: Ardokh Programming: Bush Doctor Programming Assistance: Ardokh
  9. <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
  10. Hey, I'm wanting to make a custom lantern and custom torso belt. I know how to make the standard anim files with spriter, but I am a bit confused on how to create the swap_item folders with the atlas and build file. Could someone give me a tutorial on how this works? I am especially confused with the lantern.
  11. Hey! This is probably an easy question for you, however I am new to modding and couldn't find yet a solution, so this is why I do this post. I want to ask if there is a way to make the modmain.lua read code from another lua file, instead of attaching all the .lua files to the mod? In my case, I want to edit the amout of wool the beefalo drops when it is shaven. In my mod folder I add: scripts/prefabs/beelafo.lua and edit there one line: inst.components.beard.bits = 3 Or I could edit the default "3" into GetModConfigData("Settings") and add options to my mod in modinfo.lua. This I figured. Question: Is there a way to specificly edit this line, or other lines of code without attaching the original beefalo.lua file into my mod? This could help me for example with mod conflicts or simpy not loading all the lua files and code, only because I need to change a few lines. This is the local function code from the beefalo.lua:
  12. I want to get into modding with DS/DST and at some point that would include a character mod. I thought up one after a bit and made some perks. This guy in theory would be utilized mostly in multiplayer due to how he would benefit from the presence of other players. If I made him well enough and he became popular I'm unsure if I would port him to DS. I have no idea how to go about coding these things or if coding them all will even be possible, but eventually I want to give it a go. I'd appreciate any ideas/feedback from you guys! More will be added to this post in time, this is just a rough template to begin and does not have everything. Quote: "I will do my best to soothe this chaotic land!" Dialogue for greeting other players: Wilson: "Hello playername, my intrepid friend! How goes your science today?" Willow: "Do be careful with your lighter, Miss playername, while fire keeps us warm it can also burn us to a crisp." Wolfgang: "It is good so see one such as yourself, playername, who possesses not only physical strength but a kind heart as well." Wendy: "Good tidings, Miss playername. Don't forget that there is yet hope to be found in this world." WX-78: "How do you fare today, playername? Staying out of the rain, I hope?" Wickerbottom: "Greetings to you, Miss playername! May I borrow some of your books later?" Woodie: "Ah, good day to you playername. Has your talkative companion helped you today?" Wes: "Blessings upon you, playername. I once took a vow of silence myself, and through this I learned much." Maxwell: "I see within you a weariness, playername. Do not worry, for I feel there shall be a light through the darkness someday." Wigfrid: "I hope you're not getting into too many battles, playername. If you're not careful you may get badly hurt!" Webber: "Good day, young spiderchild playername. Remember to keep your six-legged friends fed, or they may be trouble!" Winona: "Remember not to work yourself too hard, playername. Resting when needed helps to create balance in our lives." Wu Xiu: "Goodness me! You look quite familiar, playername." Dialogue for other characters greeting Wu Xiu: Wilson: "Oh, it's playername! Could I borrow some healing balms for an experiment?" Willow: "Hello, playername. Do you think you could fix up Bernie?" Wolfgang: "Is friendly nomad, playername! Your lantern is good for keeping dark away." Wendy: "Abigail says you have a good soul playername. A small comfort in this dreary place." WX-78: "IT IS THE PASSIVE FLESHLING, PLAYERNAME. HOW BORING." Wickerbottom: "Good day to you, Mr playername. I'm glad to meet a fellow wielder of knowledge." Woodie: "Hey there playername! How's your day going?" Maxwell: "Ah, greetings playername. Interesting to meet another who is experienced with magic." Wigfrid: "It's the noble nomad, playername! I wish you good health!" Webber: "Hi, Mr playername! We're glad that you are kind to spiders." Winona: "Heya playername. Alright if I grab your lantern to see how it works?" Wu Xiu: "Goodness me, you look quite familiar playername!" Other characters (such as modded ones): "It's the nomad, playername. You're a great help!" Stats: Health: 160 Hunger: 140 Sanity: 180 Perks: Dislikes fighting, does less damage in combat. Has a higher sanity drain when near bosses with insanity auras. Is burdened more by vanilla armors (is slower when wearing them, especially marble armor), this does not apply to non-armors or items worn in the head slot. Unable to use certain items that use creature drops: Moggles, piggyback, bee mine, tail o' three cats, gunpowder. Sanity increases when near other player characters, gets a bigger sanity bonus from friendly pigs/bunnymen and tamed beefalo. Sanity decreases faster when alone, especially in darkness. Loses half as much health as default when crafting a telltale heart. Gains half as much sanity when reviving a ghost. Gets larger sanity debuffs from eating foods that negate sanity. Goes insane when eating deerclops eyeball. Gets slightly more benefit from plant foods. Has greater debuffs for mushrooms. Gets a sanity as well as health regen from jellybeans. Can retrieve honey from bee boxes without being attacked by bees (only applies to normal, non-killer bees). Has an effect similar to Warly with meat foods (example: eats a meaty stew once for full benefit. Second time 75% benefit, etc, down to 25% at the lowest, foods reset after not being eaten for 2 game days). Loses sanity when killing bunnymen, pigs and butterflies. Goes insane when killing another player (PVP only). Crafting: Can craft the Explorer's Lantern from 2 lightbulb, 2 gold and 2 hound's teeth. Starts with one in inventory. The special lantern can be fueled by any lantern fuel except fireflies, and can also be fueled by charcoal. It gives off a small amount of heat when lit. Will repel nearby shadows if it is the only nearby light source. Can craft a Healer's Balm from 2 honey and 2 glommer's goop. When crafted makes 2, each heals for 60 health when used. Can craft the Staff of Slumber for 2 living logs, 1 red mushroom and 1 purple gem using a prestihatitator. When used it puts all nearby players to sleep (excluding the caster) for the same duration as a cooked mandrake and provides small health regen in that time. Has 10 uses. Can craft the Nomad's Backpack for 4 silk and 1 rope. Starts with one equipped. Non-crockpot foods spoil slower in it similar to Warly's chef pouch. Can craft the Belt of Protection for 2 silk, 2 honey, and 1 yellow gem at a shadow manipulator. Provides a lot of armor but also weakens attacks. Provides immunity to damage from shadows. Can craft the Silken Saddle for 4 silk, 2 gold and 1 gem of any color at an alchemy engine. Used to saddle and ride tamed Windwyrms. Can craft an Ancient Egg from 1 tallbird egg, 2 nightmare fuel and 1 desert stone at a shadow manipulator (not in PVP). Acts like a tallbird egg in that it can be hatched to produce a Wyrmling, which eventually grows into a Windwyrm after a number of days. The creature must be protected and fed during this time or it is vulnerable to death. When hungry the growing Wyrmling will make squeaking sounds similar to a hungry smallbird. It can be fed any kind of non-meat food as well as charcoal and ashes which restore a bit more hunger. When fully grown the Windwyrm acts similar to a tamed beefalo; it will follow the player that hatched it and may be ridden with a special saddle. It offers more speed than a ridden beefalo but lower attack damage. Also like a tamed beefalo it must be fed daily or it will eventually enter a "weakened" state which warns it is getting very hungry, and if ignored a day or so after this weakened state begins it will die. A Wyrmling and its later stages provide a sanity aura to any nearby players. Windwyrms can take damage normally but not be attacked by players. They will attack any creatures the player attacks. On hibernation: This applies during the entirety of winter while the snow is above a certain threshold. A Windwyrm will enter "hibernation" in which it remains stationary, it's scales solidified and darkened so that it looks more like a statue. Once having entered this state a Windwyrm cannot be awoken unless it is fed a thermal stone at the highest temperature. The amount of time the Windwyrm remains awake is determined by the durability of the thermal stone. 100% = 10 days, 75% 7.5 days, etc. While in hibernation a Windwyrm does not need to be fed anything or protected as its stats are frozen. Special crockpot recipe "Paradise Pudding" made with 2 honey, 1 electric milk and 1 dragon fruit. When cooked it creates 4 non-perishable puddings that can be used to restore 100 sanity, 100 health and 150 hunger for each. When eaten causes a temporary "drowsy" effect similar to when a player has just awoken after eating a cooked mandrake. I do want to add more stuff and understand more about how this works, so any feedback or suggestions/ideas are appreciated!
  13. I'm trying to work on making the new items included in this character mod: In particular I am having trouble with making the new lantern and new staff. I am wanting to use the vanilla lantern and staff textures as a base to make sure my drawings have the correct proportions for the different equipped angles etc, but I can't find the anim files anywhere for the lantern. I did find one file (staffs.zip) which seems to be a compilation of all the vanilla staff textures. I can't find textures for when the staffs are dropped on the ground however. I also can't find the lantern prefab file, which I want to use as a base for my new lantern's prefab file. I'd appreciate any help from you guys.
  14. I ran into this problem a few days ago and i'm not sure how to fix it. My modmain file looks like this: Inside the .xml files For jock.xml: <Atlas><Texture filename="jock.tex" /><Elements><Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" /><Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" /></Elements></Atlas> for jock_none.xml <Atlas><Texture filename="jock_none.tex" /><Elements><Element name="jock_none_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.30908203125" v2="0.99951171875" /></Elements></Atlas> Is this something wrong with the .xml files or something wrong with the modmain? How do I fix it?
  15. Hello. I don't think that modders can help me with this, but may be devs will read this thread. There is a problem and I do not see any good solutions — Woodie has too many tags. Error serializing tags for entity woodie[109330] - 32 tags; exceeds maximum size of 31 My mod uses 2 replicable components (it's mean 2 additional tags) and when Woodie turns into a beaver, he reaches the tag-list limit. One more and the game will crush. I see only one solution — remove some original tags (polite and woodcutter for ex.). I can't release my echanced-magic framework and update the Green World (it also suffers) because of this. Maybe someone already dealt with this problem? Thanks for your time.
  16. I'm trying to make a character mod but it always seems to mess up. I have apparently fixed the rest of the bugs but now the game straight up crashes and puts this in the log whenever i load a world with it enabled (instead of telling me "modmain.lua is missing a comma" or something) Here is the part of the most recent log regarding the mod in question: ... [00:00:13]: FrontendLoadMod workshop-1099451859 [00:00:13]: Could not load mod_config_data/modconfiguration_workshop-1099451859 [00:00:13]: Fontend-Loading mod: workshop-1099451859 (Scary Parker) Version:2.0 [00:00:13]: Mod: workshop-1099451859 (Scary Parker) Loading modworldgenmain.lua [00:00:13]: Mod: workshop-1099451859 (Scary Parker) Mod had no modworldgenmain.lua. Skipping. [00:00:13]: GOT top mod details...50 [00:00:16]: Frontend-Unloading mod 'all'. [00:00:23]: FrontendLoadMod workshop-1099451859 [00:00:23]: Could not load mod_config_data/modconfiguration_workshop-1099451859 [00:00:23]: Fontend-Loading mod: workshop-1099451859 (Scary Parker) Version:2.0 [00:00:23]: Mod: workshop-1099451859 (Scary Parker) Loading modworldgenmain.lua [00:00:23]: Mod: workshop-1099451859 (Scary Parker) Mod had no modworldgenmain.lua. Skipping. [00:00:26]: Could not load mod_config_data/modconfiguration_workshop-1099451859 [00:00:26]: GetGameModeMaxPlayers survival nil [00:00:26]: Not applying level data overrides. [00:00:26]: Not applying world gen overrides. [00:00:26]: Network tick rate: U=15(2), D=0 [00:00:26]: ModWorkshop::CancelDownloads clearing all unfinished downloads ... [00:00:26]: [Warning] Could not confirm port 10999 is open in the firewall. [00:00:26]: Could not load mod_config_data/modconfiguration_workshop-1099451859 ... [00:00:26]: ModIndex:GetModsToLoad inserting moddir, workshop-1099451859 [00:00:26]: Could not load mod_config_data/modconfiguration_workshop-1099451859 [00:00:26]: Loading mod: workshop-1099451859 (Scary Parker) Version:2.0 [00:00:26]: Mod: workshop-1099451859 (Scary Parker) Loading modworldgenmain.lua [00:00:26]: Mod: workshop-1099451859 (Scary Parker) Mod had no modworldgenmain.lua. Skipping. [00:00:26]: Mod: workshop-1099451859 (Scary Parker) Loading modmain.lua [00:00:26]: [string "scripts/util.lua"]:550: Could not find an asset matching anim/Scary Parker.zip in any of the search paths. LUA ERROR stack traceback: =[C] in function 'assert' scripts/util.lua(550,1) in function 'resolvefilepath' scripts/mainfunctions.lua(118,1) in function 'resolve_fn' scripts/mainfunctions.lua(106,1) in function 'RegisterPrefabsImpl' scripts/mainfunctions.lua(132,1) in function 'RegisterPrefabs' scripts/mainfunctions.lua(161,1) in function 'LoadPrefabFile' scripts/main.lua(305,1) in function 'ModSafeStartup' scripts/main.lua(365,1) =[C] in function 'SetPersistentString' scripts/mainfunctions.lua(26,1) in function 'SavePersistentString' scripts/modindex.lua(80,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(67,1) in function 'BeginStartupSequence' scripts/main.lua(364,1) in function 'callback' scripts/modindex.lua(545,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(519,1) in function 'Load' scripts/main.lua(363,1) in main chunk [00:00:26]: [string "scripts/mainfunctions.lua"]:1079: variable 'global_error_widget' is not declared LUA ERROR stack traceback: =[C] in function 'error' scripts/strict.lua(23,1) scripts/mainfunctions.lua(1079,1) =[C] in function 'SetPersistentString' scripts/mainfunctions.lua(26,1) in function 'SavePersistentString' scripts/modindex.lua(80,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(67,1) in function 'BeginStartupSequence' scripts/main.lua(364,1) in function 'callback' scripts/modindex.lua(545,1) =[C] in function 'GetPersistentString' scripts/modindex.lua(519,1) in function 'Load' scripts/main.lua(363,1) in main chunk [00:00:26]: DoLuaFile Error: (null) [00:00:26]: LuaError but no error string [00:00:26]: Error loading main.lua [00:00:26]: Failed mSimulation->Reset() [00:00:26]: Error during game restart! [00:00:29]: ModWorkshop::CancelDownloads clearing all unfinished downloads [00:00:29]: Collecting garbage... [00:00:29]: lua_gc took 0.02 seconds ... Help would be appreciated, thanks for reading.
  17. 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:
  18. To begin, I have had no experience modding since I only decided to mod recently to make a character I couldn't find already made. I started by following Corgi's mod (http://dont-starve.surge.sh/), followed it word by word and did everything instructed. My game crashed a few times due to the loader not finding specific folders and items, but I eventually got it working with help from my dad. I'm able to load the game up and even load my mod with no crashes. It's loaded the quote, the name of the character, the script I set up for him, voice, and that's about it. I drew and imported a lot of art, set them all to .png and .tex files, and loaded my game. Not once have they actually shown up. I keep them under each respected category and folder (for example, I keep the map icon picture under the map icon folder), and it still won't load. Is there a way I can fix that? Lastly, my BIGGEST problem is the fact that I absolutely can't get the avatar to load. I edited each limb and detail, changed them to both .png and .tex files, and the sprite is invisible. All I can see is the little shadow at his feet. I've checked other discussions about the invisible character glitch and haven't found any of them to be useful. If somebody could help out, that would be fantastic. Thank you!
  19. So I have been having trouble with my mod and others together. With other mods my character goes over the limit of tags allowed and shuts down the server. Here is my code and I was wondering if there are some work arounds adding so many tags. scruffy.lua modmain.lua
  20. I would like to make a mod of a fungus variant that is practically a 4th type of mushroom with all the functions that the other 3 have, of course modifying a little the statistics like the one that you can not recover life or remove the hunger only removes sanity if you get to eat raw and equal to cooking it alone that is less than the amount that would remove sanity. I would also like to make it possible for the one that can be sown as well as the other three mushrooms. In case I would like to know if there is any way to get the source code of all these properties somewhere in the game. My purpose is to add an extra quality to this type of fungus that helps the player if he comes to plant or consume. I do not know if you could help me know how I can get these files to make a small adjustment and then create the mod I need
  21. So I am having trouble with a character on a caves world. He crashes when he spawns from the Florid Portal in a caves world. The crash report is attached, pardon the poor picture it kept crashing if I did anything more. The report comes up if I move at all when I spawn and then the game usually crashes. I am able to play normal if my character slides into the darkness, dies, then I relaunch the server. I found the code that breaks the game: It was my OnEnterDark function. This is what the function did --local function OnEnterDark(inst) --if inst.LightWatcher:GetLightValue() <= 1 then --inst.components.sanity.current = 0 --inst.components.hunger.current = inst.components.hunger.current / 2 --end --end And in the master_postinit --inst:ListenForEvent("enterdark", OnEnterDark) All this code is in my character file. Again, this crash happens on spawned character that move, that haven't died, in a caves world.
  22. I'm trying to make an atlas-0.tex for multiple items, I don't know how to put multiple images into one .tex file, and I have no idea at all how to edit the two .bin files in the .zip folder with it. I want to create an image like the one attached but with my own items.
  23. if someone could make a mod where wx78 has science machine knowledge (like wickerbottom) thatd be great thanks
  24. My game crashed after i enabled a mod i made. New to modding, please help. Links for modmain.lua, client_log.txt, and crash screenshot: SCREENSHOT: https://steamcommunity.com/sharedfiles/filedetails/?id=1427040582 CLIENT_LOG: https://docs.google.com/document/d/1Ww5NX0NwyY3alvSi5wf-Ky5KUAgGWFPewReRUBdlz9I/edit?usp=sharing MODMAIN: https://docs.google.com/document/d/1YlY7bS4SIH94asPdYlp6VWSwqsNUiRN5QLaAC2HNcaM/edit?usp=sharing
  25. It would be awesome if the dupes didnt start eating my vitamin supplies at 99.9% immunity level, wasting most of its beneficial effects. at 0% immunity regen difficulty, my coal supplies burn 10x as fast as necessary if I dont micromanage the vitamin allowances for each dupe (And I have many).