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Found 237 results

  1. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a series of mods that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) a long time ago. The mod is very configurable and has a couple of neat features as well. You can view/download all the mods here. Features Configuration Options General Info: --- FAQ: Major Bugs: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. -Logzombie and Xiao for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group If you got any feedback/suggestions let me know.
  2. I can somehow increase the damage to the character against a specific monster? . (Example if possible)
  3. 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!!!
  4. Hello, I have some issue with "hat" of the character. IDK what to do, I`ve checked the following path in "warning" (prefab/hadtie) but I do not understand what need to be fixed... hadtie.lua
  5. Hello, i am Custom ReForged developer. I came here to show you my mod called Custom ReForged, which adds bunch of new stuff to ReForged About The Mod Custom ReForged is a mod that completely changes ReForged. Characters perks are buffed, but at the same time enemies are stronger, than usual! The mod adds more than 10 custom wavesets, 3 custom difficulties, 2 custom presets, weapons, armors, hats and 3 new bosses, which are not so easy to defeat. Can you defeat all of Pugna's warriors or will you give up? The mod has roadmap, so the mod will not be abandoned! I'll leave a link to the mod below. If you want to help with development, then I will be glad. Working alone is very difficult. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2342610627
  6. Hi, I have never made any mods and I only know the verry basics of programming, but I would like to make a translation for my language. Any help or tips are welcome. I would be happy if this is possible.
  7. hello i just want to know if there is a mod or an option to make the seeds disappear when they spoil and not turn into rot, because all the rotten seeds around the world make my world lag after a certain time (since i have a potato pc) that's it, if there is a way to make spoiled seeds disappear i will be very grateful to know how to do it have a good day edit : i got how to do it thanks
  8. Hello, I would like to build a Character that can craft custom items but only if near an specific character. Has someone an idee how to do it?
  9. i dit try to make it myshelf but all my trying just hurt myshelf so because i cant do it i ask if someone may want to do it i may not be able to pay you directly whit money but i can however buy you a game or 2 on steam if thats ok and here is my idea alsol thanks to some of my friends for helpin me rebalance or givin ideas to some of those things alsol about custom examination quotes we can talk about that later in the steam friends chat if your ready to place them so thanks for now if you want to help someone that cant do it themshelf
  10. 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!
  11. Question about the anim folder. I am trying to make custom items, but without the animations when I drop them, you cannot see them. I was wonder how to format and change these images to make the complied into their own animations. I only need an animation for when they drop on the ground. I tried to copy another items anim file, but since they shared the same internal name somewhere so it couldn't run. I heard talk about an scml file, however I do not know how to format it.
  12. I've been trying to code a character for a long time so that he can restore his sanity next to Webber. But nothing comes out I will be very grateful if you can write the code (Write the code better in the chat, and not a link to another topic, I tried it for me it does not work , For example, a discussion with rabbits) I know quite a bit about programming, can you tell me what I might have forgotten
  13. After a long hiatus of 2 years, I started working on my custom-animated character again, and I'm using the example template character from 2 years ago (2019). I don't know if there's a newer one I should be using or not. I know I'm stupid for doing this anyway. But the character is an 8-legged spider, I have to. I was wondering how to implement the character animations I made from Spriter, the one that came with DST's mod tools on steam(or is there a different animation program I should be using?) into the game. How do I get the game to read and play animations when it should? Also, is there a master list of animations I need to re-create(and can I implement custom emotes so my character can preform them with the / command)? I can tell some animations are actually 2 separate animations that play one after the other, and it gets confusing. There's also in game objects characters hold(Like a pickaxe). Does the game place those, or is that another animation? This is Dot, say hi! BTW, I don't know how to code with .lua in any way. help.
  14. I don't quite know what I'm doing aside form this tutorial, I'd really hate to tamper with my files in fear of corrupting something?? I've already completely renamed my files as the tutorial guided me to do so. two of my character files have two completely different names from each other, yet both cant be enabled at the same time?? I don't really know what else to do. I've been lost for the past few days, If anyone has any answers Id really appreciate that!! The video explains everything needed
  15. Version 1.4

    1328 downloads

    WARNING: If you are looking for the Single-Player (base-game DS/RoG/SW/HAM) 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. Also, in full stage you can use the razor to shave (trim) the bush, gives ganja and put the plant to old stage. The Silviculture book from Wickerbottom works too. Butterflies and bees are attracted and serve as a flower. --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! Pig king might like it too. --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. Can also be traded for a good amount of gold from Pig King. --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 Dried ganja can be traded for gold with the Pig King. ==== 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
  16. Okay, so I'm working on a character mod, and their base design has gloves with visible cuffs - sometimes when he emotes, these cuffs are in the wrong place, as I didn't have a reference to where they should be when I edited his hand sprites. But if I had the sprites of a hand skin that has cuffs as well, such as the hand covers, unprotective gloves, buckled gloves or driving gloves, I'd be able to use those as a reference. I understand that the image files for skins are kept under tight wraps for good reason, so I can't just get them out myself - but is there a way to get my hands on these, in a way that won't upset the devs? For the record, I do NOT intend to trace these. Tracing and referencing are not the same. (Please don't make fun of me because it's Shadow the Hedgehog. I know. I've heard it all before.)
  17. I want to know if there is any function i can call to check if an item is on the players inventory or if it's equipped and then return the item prefab, im using FindItem(), but that only checks if the item is in the inventoryslots. i want to make an object that after being eaten gives durability to a weapon what im doing is the following local function PushMana(inst, eater) if eater.components.inventory then local item = eater.components.inventory:FindItem(function(item) return item.prefab == "megumin_staff" end) if item ~= nil then local uses = item.components.finiteuses.current item.components.finiteuses:SetUses(uses+1) end end end -------------------------------------------------------------------------- -------------------------------------------------------------------------- so i was wondering if there is a function that do the same but for que equipslots
  18. As i said in the title i want to make a weapon that is limited to 1 use per day, i tough of doing it by making its durability 1, and every morning restoring it back, but i cant seem to find a way to get that to happen every morning, i thought of using ListenForEvent() but i don't really know how it works, and i don't know if there's an event for that, the part of restoring the durability i tried to doing it with local function Morning("inst","dont know if i should add other variable") if inst.components.finiteuses.current == 0 and TheWorld.state.isday then inst.components.finiteuses:SetUses(1) end end but i don't understand event listeners very well, im kinda new to coding thanks in advance
  19. Somebody don't know or Harder than know how to install this modI show on the video how to install and mod result hereMod V1.0 (OutDate)
  20. Ladies and Gentlemen, bringing you exciting news: from the stomach of the Gnaw, we are proud to satisfy your hunger for The Gorge! Our team worked hard to bring everything you know and love from Gorge along with new content such as perks for our lovely new characters, new game modes, new features, and full mod compatibility! Our team consists of: @Asura_Dis -Programmer, data miner; @Hornete - Programmer; @Cunning fox - General Programmer; @surg - Programmer, data miner; @POWD3d4 - Artist; @Zarklord - Programmed coins formula; @Leonardo Cox - (thx for the gorge btw) - Random facts and data; We’re in the late stage of development and this mod will be released soon. Get your stomachs turned and ready! We are looking for: Some help with coins formula. The current one is not precise enough. Writer, to write missing strings for new characters. Any of your ideas for new game modes! Join our Discord server to stay updated Screenshots: P.S. Thanks to Rev for the name idea
  21. sorry for reposting again and again.. seems i aleways post not in right place .. i got recommended to post this here .. sooo...after the new farming update i began love to use warly .. since many crops is now so easy to produce and multiplied .. so i came across this beautiful looking desert from warly .. but wait it need butter to make it .. i stand on my flower field and smash all butterfly that spawn . since i play mostly alone in my world butterfly also spawn less .. 2% chance is so low ... then i saw new compost mechanic where u add the item and it produce after long time spinning .. i like that mechanic and i think that it would be great if we can add something like butter churner ? using volt goat milk that we have so much from goat farm and klaus kill ? using 5 volt goat milk (and some honey,maybe? ) for two block of butter? if we can use the compost bin mechanic that would be great .. that butter take time to produce and i know u guys will say there already mod to make butter from milk etc .. but its just .. less exciting .. but dont we want out master chef have more adorable red kitchen utensil ?? made from glass shard wood and gears?? sorry for my english its not my main language .. cheers !
  22. So, I'm not very good when it comes to making sprites on my computer since I lack most of the essentials so, I started making the sprites via emailing them to myself and doing them on ibisPaint X. I was wondering if this does in fact work because I have all of the hands, feet, and faces done for my character already. I kept the same exact size of each of the sprites imported to myself the exact same when I was drawing over them as well.
  23. Howdy! I've been making a One Piece OST mod, and I wanted to change the hoedown OSTs (Goose, Moose and Beaver) , the character selection screen and the dusk/dawn sound notifiers (the ones that play when the night is over and when the dusk starts) but I have no idea what are the file names used to change them at FMOD designer (for example "music_work_night"), does anyone know how to find their name or could simply tell me them?
  24. 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?