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Found 83 results

  1. 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.
  2. I have been hard at work implementing a highly requested feature, world seeds! now you can set world seeds from the world gen options screen, and generate the exact same world over and over again. Here is the rundown on world seeds: Forest and Cave worlds can have unique seeds; you can set world seeds before generating your world/view existing world seeds here: Sadly, due to a(now patched) bug, worlds generated on versions before Game Update 369546 cannot be reproduced with world seeds. To let you know if this is the case, worlds generated before that version will show you this: You can still view the world seed by viewing the debug console log(hitting the tilde key (`) which can generally be found right below the "Esc" key) But, you won't get an identical world when using that seed. Inside the world, the server actions menu(that can be accessed by holding tab) has a new option: This option will cause the world to generate anew, but using the exact same seed as the current world. This will generate an identical world except under the following conditions: The world was generated before Game Update 369546. Worldgen has been updated since you generated that world(either a mod or a game update) Regenerate World will cause a new random seed to be used. It's not currently feasible to allow you to enter a custom seed from that menu when regenerating a world, sorry. World seeds should be compatible with all worldgen mods(obviously, when you generate a world with a worldgen affecting mod, the seed will result in a different world than the exact same seed generating a world without any worldgen mods), if ever a mod doesn't generate an identical world, tell me about it, and I can work with the mod creator to fix it. For dedicated servers to specify a custom seed, simply add an override called worldseed and set it to be your custom seed. To get this mod, subscribe to [API] Gem Core, it has been bundled inside there since it uses about 17(I'm exaggerating, but it does use a lot) API features, so I figured I should just roll it out inside Gem Core. After enabling the mod, go to the Forest/Cave tabs to set the world seed. Lastly, a huge thanks to Scott Hansen for helping me get the necessary fixes into the game itself, and helping me figure out worlds seeds better.
  3. Hi, I want help to create a character project that works in this way; when enters the game, spawns 2 characters, that one responds to some commands (W, A, S, D, LCtrl, F, Space, and defaults), and other, to another commands (customizable buttons, such Arrows and Numbers, that can bind a controller with 3rd party softwares). The objective is to play with 2 characters in same PC, same screen, same application. Some details/mechanics: > The screen decreases the zoom when players get far to another, up to a limit X, and reaching the limit, cant go further. [I have no idea of how to do it, if any mod does this, please, tell me. Some mods deals with zoom, so, I think that is possible to do it] > To craft, the character can press a button to identify who will craft, putting him in a "craft mode"; using mouse/keybindings/navigation to craft, will craft for the character in craft mode. Doing the same command will get off the craft mode. If other player do the command, will remove the first player of the craft mode (the last player in craft mode will craft). [If someone know how I can bind who is the crafter, tell me] > If possible, the characters will not share prototyped recipes (if one craft a Boards, the other don't unlock this recipe). > Every character have their Attributes (150 Health, 150 Hunger, 200 Sanity), inventory slots, equip slots. Sanity auras will affect only the character in the range (monsters, evil flowers, etc). The inventory and attributes HUDs can be hided/showed with a command. [separated attributes is easy, but the HUDs looks really hard] > The characters will share the craft HUD, minimap and map. [Except for the crafter, looks that here dont have problem...] > If one dies, will decrease sanity of the other like normal ghost, and can be ressurected by the other character, [I think that here need do nothing] For now, I dont want give any special powers; the main challenge will do the template character itself, so, attribute values, combat modifier, sanity drain/regen, custom crafts, and any custom personal hability isn't important at moment (and 2 players playing together with their own attributes alread is a special power, and cant go too far to another, alread is a drawback). Also, I'm not thinking about compatibility with other mods, because for me, with my knowledge, this mod is nearly impossible to do, and thinking in codes to work with others mods, is really impossible. If someone have any question about a mechanic or some possible problem, post here, and I will update the details/mechanics to solve the incompatibility. And who wants help me (and please, do it! Just do it!), just tell me a mod that do something like that I want to do, pieces or suggestion of codes, etc. Or PM me to help in programming. I have no idea of how I can start this character (after get the template). And, if you think: "Why you want this?" I want do this because I'm introducing my girlfriend to play games, and she don't have a computer. Don't Starve is a good and fun game to play together in coop mode. Also, she isn't used to play games, or computer, so in this way I can help she, keeping a close distance in game and out game. I think that others players will enjoy this mod too, playing in same PC with other person to learn to play, or just for fun. (Klei/Experienced Modders, would be great if another player could control Abigail, Maxwell Shadows, Bernie, follower Pigs/Catcoons/Spiders/etc, Critters, Pets, etc, or a new character idea )
  4. 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
  5. Hey there, this is a short story depicting how SCP-049 made it from Don't Starve Singleplayer to Don't Starve Together. You can play as SCP-049 by downloading the character mod from Steam: [Singleplayer] [DST] In addition, there is a tale that takes place before this one. It depicts how SCP-049 got captured and sent into the Constant. Anyways, here is the story. SCP-049: "Your Show Must Go On"
  6. I'm trying to make a pet wolf in size of a beefalo. Is it possible? If so, what do I need in order to make it rideable? Can I make the summoning item just for it? Which mob base should I use?
  7. I have no idea if I'm going to have many mods, but thought I'd go ahead and make a single thread for any that I do. List of Mods: Fluid Shipping - Insert bottles and canisters into pipe / vent networks without a pump! Steam Link Achievement Tracker - Outputs to ONI's Log File how close you are to various achievements like "Carnivore" or "Super Sustainable"! Steam Link Synchronized Telepad - Ensure Duplicants and Care Packages are always printed at most 1800s after the previous Printing job became available. Steam Link Trapdoors & Floor Hatches - New ladder-style building that allows you to partition rooms and catch items that fall from above. Steam Link Wrangle Fliers - Auto-wrangle lets you wrangle shinebugs, pufts, slicksters, and moos -- so why not wrangle them all the time? Steam Link Prioritize Everything - For now, more of a, "Prioritize Tinkerable Generators", but should let you better coordinate "Engie's Tune Up" Steam Link GitHub link here
  8. coming soon to a dst near you:
  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. I'm trying to do something very simple, which is to stop Catcoons from attacking Bees. The goal here is to prevent the Catcoons from getting themselves killed by aggroing an entire hive, because I feel bad when the cute cats die. Anyways, I decided to start with an existing mod called Cat Friendly, which stops Catcoons from attacking Glommer. I added Bees and Killer Bees to the existing code, but it doesn't seem to be working. Any idea what I'm doing wrong? modmain.lua modinfo.lua
  11. Some automation elements I would like to have... Temperature delta sensors, air/pipe/hvac I would like to know on average if the temperature is rising or falling on a spot. it would be nice if the sensor has visual cue, cyan-blue, green, bright red for cooling, steady, rising respectively If possible the sensor would have enough out signal to know the 3 possible states. Power Usage delta sensors, power line Same as above but for power usage Power Generation delta sensors, power line Same as above but for power generation Pressure delta sensors, air/pipe/hvac Same as above but for pressure Signal average gate The signal average gate would average out the signal over the last n seconds (where n is editable, range 0.0 to 1.0 to whatever the buffer/filter maximum is) High Gas Pressure Sensors Currently the current gas sensor upper limit prevents me from venting out my hyperbaric gas tan when a high value. I thing the current sensor is 10K. I want to keep 150k as backup and use the excess. this is not possible with the current sensor
  12. I'm trying to add a hat to my custom character, the original template I used is hat_bee_bw which is from this file here: However when I change the prefab file name it disappears! and I don't know why! It works with the original name, but as soon as I change it, it becomes invisible in the inventory bar, I can't click it or wear it, and there's no name to show up, I've not yet started the drawing. I've made custom items before and I've never had this issue, I've looked though all the files to try and find the problems but I can't see anything, any help with this will be very much appreciated, thank you! I've attached my mod here, her name's Poppy, and her hat is renamed too "poppyhat". Poppy.zip
  13. Hello! Due to a recent string of problems and issues in my Mod, I have come to ask if anyone would be willing to act as a permanent second set of hands in the creation of my first ever mod! I will do everything I can and already have set ideas yet am open to suggestions and feedback! If you're interested in becoming my partner in crime, please message me on Discord!
  14. Hi I really need help with this crash!! I have a character mod that I have had for a few months now, and I recently thought I have finished it, when I started to play properly it has been crashing lately and I dunno what causes it. It happens when I start mining, usually when the season has changed, I'm not exactly sure since sometimes it works and sometimes it doesn't. When they mine, they're suppose to drop gems randomly, works fine early game but later on, issues arise, hitting the rock just once disconnects from the server, and I've tried looking in the cilent logs for any hints, but no luck Is anyone willing to have a look for me? or offer any help, anything will be appreciated thank you!!!
  15. Hey, I'm currently making a character mod for Don't starve together using the Extended sample character mod from Dragon Wolf, I got everything set up to work, just need to do the statistical stuff and art. (Friend is doing the art bless her soul.) So the character is based off the rabbits in game and I'm trying to make him sanity based kinda like how you see beardlings at low sanity Things I'm attempting to do, but unsure how to really get to work. >Turn into a beardling at lower sanity |Maybe another time| >On hit, get a speed boost and lose 5 sanity. |COMPLETE!| >Health drain on super low sanity |COMPLETE!| >Sanity aura while a rabbit, insanity aura while a beardling |Maybe another time| >Gains half the amount of hunger eating meat |COMPLETE!| >Can do dig actions without a shovel (Removing stumps, digging graves, ETC) |Currently working on!| Everything else like movement speed and heat/cold resistance I kinda know myself. Help is appreciated!
  16. I am adding recipes for certain objects, and I have come across a problem. When I add a new recipe for a touch stone, or a merm house the game changes the usual loot that drops to match the recipe. I do not want this to happen as it makes the items drop way better loot than they should. I think it has something to do with lootdropper.lua, but I have no idea how to fix this. Can someone please help me?
  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. 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. BuildableAETNMod: Makes the AETN buildable and researchable. 20k Refined Metal. There is no preprint sprite. BuildOverFacilities: Allows to construct on top of Gravitas furniture. Also POI's buildings are no longer invincible. CustomWorldMod: Enables the player to user custom world sizes. Edit the OnionConfig.json file for changes (taken from Onion patcher). 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: Combines hydrogen and oxygen into steam. NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). 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 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.
  19. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  20. 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?
  21. Posted some time ago but no replies Anyone know how to? And what id does soundtrack have or how to find out about it?
  22. [DST] Ganja Mod

    Version 1.2

    1,141 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
  23. I'd like to request a relative temperature overlay mod. I feel like the current one is great for the livable range of duplicants, but it would be so much better IMO if we could change the blue to red range and baseline (i.e set a start temp and colour change interval). As an example - in Rime world, the whole map is basically blue, but just outside your printing pod it's about 10 degC, and just near that -40 degC. They're both the same shade of blue in the overlay. This is the same as ice biomes where -140 degC next to the AETN is the same colour as -40 degC by the weezewort. Or - temps above 100 degC are red. Yes, hotter gets darker. But it would be great to choose a baseline of 100 degC and see where the temps slowly change to 540 degC for petroleum boiler or something.
  24. Flo's Tweaks Mod [DS, RoG, SW]

    Version 2.3.0

    353 downloads

    This mod is simply a collection of minor gameplay/console tweaks that i use. Currently six tweaks are enabled, and i actively update the mod as i add others . All tweaks are togglable in the customisation menu. Compatible with Vanilla DS, RoG, and SW, and available on steam here #1: Machetes for faster picking/harvesting Adds machetes to vanilla/RoG games, crafted exactly the same as SW. if you pick something (like grass, reeds, berries, etc) you can slice it with the machete instead, dramatically decreasing the amount of time it takes. machetes in SW games also have this functionality added, however they otherwise behave exactly as normal. The animation for slicing is pretty rudimentary at the moment, and im planning to beautify it. Config: the amount of durability lost when slicing #2: Colder Snow Chester snow chester now chills enemies that attack him, slowly freezing them! this makes him tougher to kill, so you're less likely to need to get your hands on another 9 blue gems if something (probably giant related) goes wrong Config: The amount that chester freezes his attackers with each hit #3: Renewable fireflies Fireflies are now renewable! fireflies will munch on rotten meat left near them, and have a baby if it fills them up (no, this isn't at all how it works in nature). it's as easy as that! Config: The fertility of fireflies, i.e. how quickly they eat + how likely they are to reproduce after eating #4: Use spacebar on traps pressing the action button (spacebar) near sprung tooth traps now resets them! This tweak is made SIGNIFICANTLY more useful if you set "set trap collection" to deprioritise or disable (see tweak #4) - this makes the use and resetting of large fields of tooth traps much more streamlined, so you dont have to worry about RMB-ing every single trap #5: Spacebar avoids flowers (etc) Several items (currently normal/evil flowers, set traps, and lit lanterns. comment/pm me if you want others! theyre easy to add) now have the behaviour changed when you press space near them. instead of just picking them up as normal, they will either be picked up if there is nothing else the player can interact with around, or just be ignored entirely. this behaviour an be over-ridden at will by holding the CTRL key when pressing space Config: Each individual item can be set to be collected as usual by a spacebar press (Default), collected only if there is nothing else around (Deprioritise), or ignored entirely (Disable). these all default to deprioritise. #6: More console commands adds a bunch of console commands for if you want to cheat. theres nothing balanced about these, theyre just there for if you want to ruin the game for yourself. I know i sure sometimes do! documentation for added commands under the cut, or type c_flohelp() into the console I'm not great at art so none of these tweaks have visual components, but with that in mind, if you have a tweak or additional command you would like to see implemented comment below! i tried to keep things fairly balanced <3
  25. Hello I am currently working on a character mod for DST. And I've added a bow and arrow to the game. But, i'd like to make it so only my character can craft them, but be able to share them. Like Wigfrig and her helmets. My current recipes and code for them are: local bow = AddRecipe("bow",{ Ingredient("log", 10), Ingredient("rope", 2)}, GLOBAL.RECIPETABS.WAR, GLOBAL.TECH.NONE, nil, nil, nil, 1, nil, ATLAS_BOW) local arrow = AddRecipe("arrow", { Ingredient("rocks", 1 ), Ingredient("twigs", 1) }, GLOBAL.RECIPETABS.WAR, GLOBAL.TECH.NONE, nil, nil, nil, 3, nil, ATLAS_ARROW)