Search the Community

Showing results for tags 'Mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Mods and Tools
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 222 results

  1. I made this mod a few months ago Description You have built a super-duper conveyor system for the automated supply of generators with fuel, production and refinement buildings with resources, fertilizing your farms, and filling feeders for your animals. But the little stupid duplicantes do continue to deliver materials across the entire base from the far corner of the map? Now this is not a problem! This mod adds the “Allow Manual Use” checkbox, like as in the Conveyor Loader and Conveyor Receptacle, to many buildings, including: Storage Bin, Smart Storage Bin and Automatic Dispenser Coal and Wood Generators Oxygen Diffuser, Algae Terrarium, Deodorizer and Rust Deoxidizer many buildings from the Food and Refinement categories and some others Disable this checkbox, and then delivery to this building will be possible only with Auto-Sweeper. Recently, a person suggested that I make a small change, and therefore I want to know the public opinion. Now, if the "Allow Manual Use" checkbox is disabled on a Ration Box or Refrigerator, then duplicants are not allowed to take food from this Ration Box or Refrigerator - the behavior is identical to the Conveyor Receptacle, an exception is made for a stressed Binge Eater duplicant. This person suggested allowing all duplicates to ignore the checkbox if they take food to eat. Unfortunately, if I make this change, it will not only affect the Ration Box or Refrigerator, but also the Conveyor Receptacle.
  2. Hello everyone! This thread is for all the HUD mods done by reD and Nicky! Here you can find all the themes they made for Don't Starve Together. These mods re-skins the entire HUD (In-game) of DST such as Craft Tabs, Inventory, Map, Player Status and even more. It's also compatible with Combined Status! [DST] Nautical HUD - Steam Workshop [DST] Nightmare HUD - Steam Workshop [Forge] The Battle Arena HUD - Steam Workshop [Gorge] Victorian HUD - Steam Workshop Thank you very much for visiting this thread and for using the mods!
  3. 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 } --[[ --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!
  4. Goals: - make ONI more realistic regarding energy and matter conservation laws; - introduce new fun challenges to overcome with wit but not grinding; - keep being fun to play; - making it more hardcore. Status: - dupe CO2 output = O2 intake = 100 g/s This mod is intended for ONI veterans looking for tougher experience. If you're new to ONI it would very likely make it too tough to have fun. Vanilla ONI is being gentle to newcomers and that's great. For a long time I was thinking about making ONI more realistic in terms of energy and matter conservation laws. It happens to be a popular idea. So here it is. I'll be progressing gradually and posting updates here, join me if you like. It's already fun Here is the first version. All it has is dupes output CO2 same amount as they take O2. Which is already hardcore O.O due to slow gases moving. It's safe to turn this mod on and off. All things would get back to usual. More Realism!.zip Source: https://github.com/staring-frog/oni-mod-more_realism
  5. Here's the link to the workshop item. https://steamcommunity.com/workshop/browse/?appid=601840&browsesort=trend&section=readytouseitems I think it worked perfectly? Link to the original thread. I made a few updates since the last time. Mainly I added stuff that makes it compatible with the current version.
  6. -- Panic mode local panicmode = false local function panicfn (inst) if panicmode == false and inst.components.health.currenthealth == .5 then --Transformation local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki") --Stat changes inst.components.combat.damagemultiplier = 2.5 inst.components.locomotor.walkspeed = 5 inst.components.locomotor.runspeed = 7 inst.components.talker:Say("WAIT STOP!") if inst.components.healthtrigger ~= nil then end panicmode = true end if panicmode == true and inst.components.health.currenthealth == 1 then local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki_panic") inst.components.combat.damagemultiplier = 1 inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 if inst.components.healthtrigger ~= nil then end panicmode = false end if inst.components.healthtrigger ~= nil then end end inst.components.healthtrigger:AddTrigger(panicfn) When I apply this to my character It keeps on crashing, I really need help
  7. Hi! I'm trying to make a mod that reduces the quantity of slots on a backpack, however I'm unable to accomplish it. I would appreciate some help in how to reduce the quantity of slots, the backpack interface changes, but it continues with the same quantity of slots. My modmain will go attached here. I would appreciate any help! modmain.lua
  8. As the title say's I wish to make a wickerbottom like character but for magic, I've seen that wicker uses ; inst.components.builder.science_bonus = 1 And it seems to work on my character as well but this is science, would I need to code this in? if so please nudge me in the right direction. (I'm not the best at coding.) Thank you! (First post yay!)
  9. Hi, Does anyone know how to make save slot portrait for mod character ? I tried but it didn't work, only showed up the default portrait. I tried to change dimension of the image to power of 2 (particularly 128x128), but still no work. Thanks
  10. Hi! I'm Aki. I'm a relatively new modder, started in 2019 December, mainly focusing on custom art assets and original content. So far I have released one mod on my own, and contributed a little bit to 3 released mods on Steam. My Asphalt mod on Steam: Asphalt on Github Mods I have contributed some artwork to: Extra Marble Sculptures by CynicalBusiness Thermo Sensor Tile by Stephen Alarm - Notification Trigger by Cairath I'm currently working on a new, more ambitious mod centered all around decor buildings and new decor options. This mod has been in development for about a month now. I'm trying to make sure most of these buildings have additional use and function beyond just being pretty. I will update new completed buildings here and post the test versions when I have one ready. For now, here is some sneaky previews: (Yes the default tiles have bad tiling. Won't stay like that) This is all for now, thank you for looking! Feedback, suggestions and alike are welcome.
  11. 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
  12. I'm working on a mod with music. What am I doing wrong? Music_work and stinger_music play at the same time, how do I fix this? music_work constantly repeats
  13. I have this idea for a mod, but I don't have the expertise to code it at all. I searched for an existing mod that could possibly already have this idea I have implemented, but I couldn't find it on Steam. So... I figured I'd share my idea, maybe someone peeks interest and makes it. I've noticed that, even though the game is called Don't Starve Together, players will spend most of their time doing their own thing in far away places. They'll usually interact on big tasks, like giants, hound waves, raid bosses, etc. I thought it'd be a cool idea to have a mod that forces the players' camera position to be a shared one, like in other games such as Castle Crashers. The camera would be centered in a intermediate position between players, and it could zoom in and/or out depending on the distance between players like on Super Smash Bros. Wandering too far from each other could have whatever consequence, such as not being able to see yourself, losing sanity, losing health... Just go creative on that if anyone wants to put their work on this idea. Since I don't quite understand the game's code, I don't even know if this would need to be a server mod, client mod, both, or how difficult it'd be to code it. But I think this would make a nice challenge mod, with some interesting outcomes for people using voice chat or streaming the game. Edit: If a mod such as I described already exists, I'll just hide the thread.
  14. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  15. I'm new to modding, and managed to make work some custom weapons, and now im trying to make a hat, but now I get the "I can't do that" message when crafting and the game disconnects, I tried reading the server_log, but don't understand the error or what should I change, also I don know well how to name the animations for the hat, I used a template I found here in the forums, if anyone could help me get into the right direction whit this, I'll really appreciate it, I'll attach the mod folder, as well as the server/client logs. The error im getting in the server_log is: [string "scripts/entityscript.lua"]:523: bad argument #1 to 'lower' (string expected, got nil) icecrown.zip client_log.txt server_log.txt
  16. First, English isn't my first language. If you can't understand my word, It's because my English is immature. sorry. Anyway, I'd like to introduce you to my mod. Please see the image for a description of the mod. And Plz leave a reply if you find a bug or error. I hope you have fun with my mod. thanks. *Caution, orb can only summon one to the server. link : https://steamcommunity.com/sharedfiles/filedetails/?id=1994669572
  17. Hello everybody, I need help with something new. I am thinking of implementing an AOE based attack on my character. Like an example would be Abigail, I want some kind of Abigail's attack everytime my character hits something. And it will deal full damage at the enemy I'm attacking and like 30% to all enemies that are around my character. I looked through Abigail's files, but I didn't really see anything helpful, and I think NPCs have different codes than playable characters. So, can anybody help me?
  18. So i'm in the process of making a character mod based on the game Dead Cells, by Motion Twin (Great game, check it out if you haven't already) and I'd like some input from the community. I'd just like to know if the art style matches the game and/or receive any constructive criticism for the art I have thus far. I apologize if this is in the wrong sub-forum Note: I am not a modder by any means, so I have no idea how to program, and I have no idea what ideas I have WILL work, and what WON'T work. With that said, if there are any programmers that are interested in helping sometime in the future, I would be absolutely grateful! This is a mod I would love to see in DST. The Beheaded [Character] (No art available) I don't have the art done really at all, as I want to save the character for last, there's just so many textures to edit, and I don't really know exactly how I want him to look quite yet Stats - To be determined Mechanics - - Enemies killed around you have a chance of dropping a Cell; bosses guaranteed drop of (?)x cells. Cells can only be stored in player's inventory, or special container upon death, all cells will despawn from inventory ;your skeleton will turn to ash; can revive from skeletons Guillain [NPC] This is unfinished, but pretty close to being done. I would like to do some adjustments so that the body parts are proportional to the other characters of DST. Note: I will be redoing the art for torso/pelvis, also arms are placeholder This is merchant. He will provide mutations (semi permanent augments/perks) in exchange for Cells (resource) you can only have 3 mutations at once You'll lose all mutations upon death Mutation Examples: Dead inside: Increase health by (?)%, however, food cannot heal you Efficient!: Reduce durability used on weapons Health Fountain (full/empty) [Structure (uncraftable)] This will be a structure used to refill the health flask (character exclusive item). One use -- will replenish over some amount of days Teleportation Tombstone - One-way teleport directly to merchants and health fountain Frantic Sword - If your health is lower than 50% it does more damage SNEAK PEAK (What I am currently working on) The Collector [NPC] Trades weapons and upgrades for cells As you can see, his art is very much unfinished, and my workflow is um... very weird. I'm kind of all over the place What's Planned? (?) = uncertain - More weapons from the game - (?) Craftable teleportation tombs (One-way teleport directly to merchants and health fountain) - (?) Shields - Health flask: Character exclusive. cannot hold more than one. Can be upgraded (?). Other characters either cannot pick up, or only negative effects when used by them.
  19. Hi! I'm making my first mod because i wanted to add a character i made in the game, i'm not really good at coding so i was wondering if someone could help me with a perk! Basically what i want my character to do is to give a sanity aura (Like a gloomer) to other players around, with a maximum of 2 players near my character (If there's 1 person near he will still give sanity aura) But when there are 3 or more players near my character, he will give an insanity aura instead I know that is it possible to make a character give sanity aura, but i'm not so sure if something this specific can be made Many thanks for the help!
  20. i want to make a mod that gives 2 buffs to wurt. but ii don't know how. i want to 1: let her and other merms swim, (when swimming you'll just gain wetness, and wit will show wurt's head above the water) would be configurable in 2 ways, adding a hunger drain when swimming, and disabling it, dissbling having other merms swim. 2: more to do with pets. (can be changed or disabled) sanity gain from narwhals and sanity drain from skittersquids.
  21. I am trying to create a set piece that only generates once. Have I have right now generates it correctly but there more than one. --import some needed stuff local Layouts = GLOBAL.require("map/layouts").Layouts --this is where we add the setpiece local StaticLayout = GLOBAL.require("map/static_layout") --this helps us load the setpiece Layouts["surface_lightbulb_fissure"] = StaticLayout.Get("map/static_layouts/surface_lightbulb_fissure") --index your setpiece AddRoomPreInit("Forest", function(room) --"Forest" is the biotope in this case if not room.contents.countstaticlayouts then room.contents.countstaticlayouts = {} end room.contents.countstaticlayouts["surface_lightbulb_fissure"] = 1 --add one end) The code above is based on the set piece tutorial from http://dontstarveapi.com/tutorials/creating-your-first-mod/setpiece/ Also I tried looking into how pig king or the lunar island's alter pieces are spawned but I don't really get it. :l Edit:Nvm it's on the 2nd post for the tutorial forum post. Solution: AddLevelPreInitAny(function(level) if level.location ~= "forest" then -- only in overworld return end if level.required_setpieces == nil then -- if required_setpieces does not exist already, create it level.required_setpieces = {} end table.insert(level.required_setpieces, "surface_lightbulb_fissure") end)
  22. Sometimes, Don't Starve Together can come up with new items, and so new strings on the character's speech files are created. And because of that, it's possible that the speech files I created may be outdated from time to time. And when I try to manually input those strings into my mod's speech file, the speech file becomes broken and defaults back to Wilson's. So, I'd like to know if there's a way I can catch those new strings and insert them into my speech file without breaking it! If it is possible.
  23. Could someone help me with some of my custom perks of my character, please? I would really appreciate it the perk would be: - slowly regain sanity and life by hiding with the bush hat I would really appreciate for the help
  24. I've installed the Creative Commands mod, and I'm trying to build a custom map- But halfway through I get this error. I'm about 98% sure the issue is houndwaves, and I'm positive Creative Commands is the mod causing the problem. Is there any way I could go into the scripts and fix it? Also, sorry about posting twice. I wanted to move this from unnatural selection but I couldn't find the delete button :////
  25. 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"