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Oxygen Not Included

Found 93 results

  1. Steam Workshop Page Let you set starting items you want. Ultimately. You can give any items(including mods'), unlock certain recipes or even the amount of status on any situation like when the player joins the server at first or nighttime, daytime, certain seasons.. and so on. Read howto.txt in the mod folder for more information. Your Mod Folder is at : (DST Install Folder)/mods/workshop-1627929571/ Your modoverrides.lua is at : Documents/Klei/DoNotStarveTogether/(userid/)Cluster_#/ This mod let everyone to get 1 torch when it's nighttime and the player is respawned by Portal, Touchstone or Meat Effigy. Preset - Season Starting Items++ Preset - Character Starting Items ++ Preset - Admin preset
  2. I am making a case of bees that will summon bees. The only issue I am having with this, is making it appear when equipped or dropped. It is currently invisible. THE only issue I see is that the zip files in the ANIM folder (when uncompressed) do not have Atlas-1.tex. caseofbees.zip ground_caseofbees.zip swap_caseofbees.zip caseofbees.scml caseofbees.zip ground_caseofbees.scml ground_caseofbees.zip swap_caseofbees.autosave.scml swap_caseofbees.scml swap_caseofbees.zip caseofbees.tex caseofbees.xml modicon.tex modicon.xml modicon.tex modicon.xml modinfo.lua modmain.lua caseofbees.lua
  3. I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Mods require modloader: https://forums.kleientertainment.com/forums/topic/88186-mod04-oni-modloader 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 Download & installation To use the mods you need to install ONI-ModLoader using instructions available here: https://github.com/javisar/ONI-Modloader#installation Compiled mod files are available for download in the modfiles folder. Once the Modloader is installed the mod files (*.dll) should be placed in the Mods folder created by the ModLoader in the game root directory. Disclaimer & network connection My mods ping my server so I can see some statistics which mods are used the most. You don't need internet connection (it just won't ping the server if it can't) and I do NOT store any personal info - just the mod name and the timestamp when it was used in someone's game.
  4. Hi, So yesterday i found this really cool mod called Auto Fuel Supplier but it is only for ds. And i wondered if anyone could port it to dst? I dont know anything aboutmodding so i cant do it myself. I uploaded modfiles. Auto Fuel Supplier.zip
  5. ONI-Modloader A modloader for Oxygen Not Included based in Harmony. It allows to load mods contained in independent dll files. Please refer to the following github Readme for updated information and instructions: https://github.com/javisar/ONI-Modloader/ If you want to contribute, there are a list of ideas and requested mods here: https://github.com/javisar/ONI-Modloader/issues We'd greatly appreciate to fill the templates for bugs and features: https://github.com/javisar/ONI-Modloader/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. This project uses source code of and is based on: Harmony, ModLoader Install, Besiege Modloader, OnionPatcher Latest release: ONI-Modloader v0.5.1b. Compiled for Q1-303707 (Klei Master branch). May fail in the following ONI updates. Community Mods Javisar's Mods - Forum Cairath's Mods - Forum RainbowDesign's Mods - Forum MidnightSteam's Mods - Forum MooreDavid's Mods - Forum Sijko's Mods - Forum Blindfold's Mods - Forum EtiamNullam's Mods - Forum Installation Quick Start Installation Uninstallation Change Log Creating a Mod Harmony/ONI Tutorials
  6. Shave Ewecus

    Hi, So i wanted to make Ewecus shaveable so I did this: inst:AddComponent("beard") inst.components.beard.bits = 3 inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1 inst.components.beard.onreset = OnResetBeard inst.components.beard.canshavetest = CanShaveTest inst.components.beard.prize = "steelwool" inst.components.beard:AddCallback(0, OnShaved) inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth) But wanted to get phlegm as well on shaving. What do i need to add? Thanks!
  7. Hi, So i wanted to make Ewecus shaveable so I did this: inst:AddComponent("beard") inst.components.beard.bits = 3 inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1 inst.components.beard.onreset = OnResetBeard inst.components.beard.canshavetest = CanShaveTest inst.components.beard.prize = "steelwool" inst.components.beard:AddCallback(0, OnShaved) inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth) But wanted to get phlegm as well on shaving. What do i need to add? Thanks!
  8. 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. AllBuildingsDestroyableMod: Allows to construct on top of Gravitas furniture. Also POI's buildings are no longer invincible. BuildableAETNMod: Makes the AETN buildable and researchable. 20k Refined Metal. There is no preprint sprite. CameraControllerMod: Enable further zoom-outs in play and dev mode. CustomWorldMod: Enables the player to user custom world sizes. Edit the OnionConfig.json file for changes (taken from Onion patcher). 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 ImprovedTemperatureOverlay: Modifies temperature overlay ranges and colors (taken from Onion patcher, modified). 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.
  9. Hello! I'm reworking my Webber mod: Note: the non-steam link on that post is outdated as of now. So instead of doing everything on the modmain file, I was basically overwriting the prefabs' scripts that I needed to change a thing or two. Of course, that makes so it's not compatible with some mods. I studied Lua and DST's files a bit better and began to move everything that I needed from the prefab files to my modmain. So far so good. Nearly everything works as it should, as I'm using AddPrefabPostInit to change/add functions to the prefabs that I need. However, I came across a problem. I'm changing the bat prefab in this way: AddPrefabPostInit("bat", function(inst) local function RetargetMod(inst) local ta = inst.components.teamattacker local newtarget = GLOBAL.FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat", "spider"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeamMod(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end local function ShouldAcceptItem(inst, item, giver) return giver:HasTag("batwhisperer") and inst.components.eater:CanEat(item) end local function OnGetItemFromPlayer(inst, giver, item) if inst.components.eater:CanEat(item) then inst.sg:GoToState("eat_loop", true) for i = GetModConfigData("poopbats"),1,-1 do GLOBAL.SpawnPrefab("guano").Transform:SetPosition(inst.Transform:GetWorldPosition()) end end end local function MakeTeamMod(inst, attacker) local leader = GLOBAL.SpawnPrefab("teamleader") leader.components.teamleader:SetUp(attacker, inst) leader.components.teamleader:BroadcastDistress(inst) end if GetModConfigData("dietbats") == 0 then inst.components.eater:SetDiet({ GLOBAL.FOODTYPE.MEAT }, { GLOBAL.FOODTYPE.MEAT }) elseif GetModConfigData("dietbats") == 1 then inst.components.eater:SetDiet({ GLOBAL.FOODTYPE.MEAT , GLOBAL.FOODTYPE.VEGGIE , GLOBAL.FOODTYPE.SEEDS, GLOBAL.FOODTYPE.GENERIC }, { GLOBAL.FOODTYPE.MEAT , GLOBAL.FOODTYPE.VEGGIE , GLOBAL.FOODTYPE.SEEDS, GLOBAL.FOODTYPE.GENERIC }) elseif GetModConfigData("dietbats") == 2 then inst.components.eater:SetDiet({ GLOBAL.FOODGROUP.VEGGIE , GLOBAL.FOODTYPE.SEEDS}, { GLOBAL.FOODGROUP.VEGGIE , GLOBAL.FOODTYPE.SEEDS}) end inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura inst.components.sanityaura.aura = -TUNING.SANITYAURA_MED inst:AddComponent("trader") inst.components.trader:SetAcceptTest(ShouldAcceptItem) inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.combat:SetRetargetFunction(3, RetargetMod) end) It nearly works 100%. The only issue I came across is within the RetargetMod function. The default bat function is this: local function MakeTeam(inst, attacker) local leader = SpawnPrefab("teamleader") leader.components.teamleader:SetUp(attacker, inst) leader.components.teamleader:BroadcastDistress(inst) end local function Retarget(inst) local ta = inst.components.teamattacker local newtarget = FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeam(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end So I created the RetargetMod function as an attempt to replace it, since I don't want to add something to the Retarget function, but actually change something from it. I'm trying to replace "newtarget" segment where it checks if the target it found is a bat, a character or monster. All I want to do is add spiders to said checking, so bats wont attack spiders. This is what I did: local function RetargetMod(inst) local ta = inst.components.teamattacker local newtarget = GLOBAL.FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat", "spider"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeamMod(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end inst.components.combat:SetRetargetFunction(3, RetargetMod) However, somehow it fails at calling the MakeTeamMod function, which is a local function within the bat prefab. This is the error it gives me: For some reasons it tries calling for MakeTeam as if it was global, rather than a function from the prefab I'm modifying. I'm very sorry if this is a silly mistake, but I'm not very used to Lua. I'd appreciate any help you guys can give me.
  10. Soooo, I've been making another character with the extended sample character. But I wanna give said character another pair of arms, and I honestly dont know how??? If anyone knows, or has an idea that would help a lot ;w;
  11. Hi there! I was wondering if normal Don't Starve mods are compatible with Hamlet. I haven't bought Hamlet yet and I'm just curious if I'll need to update my character somehow. Not that I know how, since I'm basically a coding baby and used this to make her: Any help and information would be appreciated. I've noticed that some mods on Steam say [Hamlet] so it has me confused.
  12. I was wanting to have an food item, that upon being eaten, gives the player an object This is what I am working with, but nothing happens. local function OnEaten(inst, eater) inst.components.inventory:GiveItem(GLOBAL.SpawnPrefab("drupe")) end And, I would prefer that it only works if the eater is a player, so that if another mob eats the food, they don't get the item.
  13. Hello everyone! I'm happy to present my new mod here. Have you ever wondered why Wigfrid called the Performance Artist while she can only perform single role? Now you can change her identities just by swapping her hats! Currently, this mod supports three possible ways for Wigfrid to perform. I've tried to make it interesting to play changing the roles and keep the balance. No hat Health: 170 Hunger: 130 Sanity: 130 Hunger rate: Wilson At 10% stronger than Wilson and takes 5% less damage Life is not so tasty for her if she doesn't play a role (-2 hunger while eating without hats or +2 to hunger and sanity with them) Battle Helm Wigfrid start to perform the Valkyrie play: Health: 200 Hunger: 130 Sanity: 130 Hunger rate: Wilson * 1.25 Can eat only meat at this performance. Get additional 5% to attack power and 10% to damage absorbtion. When Wigfrid is attacking someone she get additional attack damage and damage absorbtion compared to her current health, but remember that if you will get away from path of Allfather Odin by wearing additional armor your damage increase will be halfed and absorbtion won't change at all. Maximum (corresponding to settings) will be reached at 20 hp. If Wigfrid will face EPIC mob, she will get more heath and sanity points per hit (up to 1). But be afraid of crowds! 4 or more enemies can make her to lose focus and even reset all buffs! She also taunts enemies nearby. Garland Wigfrid start to perform the Volva play: Health: 140 Hunger: 130 Sanity: 130 Hunger rate: Wilson * 0.75 Can eat only veggies at this performance. Does not scare neutral animals at all (but they all will run away if you kill one nearby anyway) Reflects 50% of taken damage every 3 seconds but not more than 100. If Wigfrid get hit by an enemy, she will make them to lose interest in her and near players. It makes easier to run away from hostile creatures, neutral ones will lose interest in a single hit. No arm can go up on her with garland. I would be happy to read your feedback anywhere, guys.
  14. 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
  15. Does anyone have a link to that mod? I was using it like 2 years ago and I cant find it now :/
  16. [Mod] Item Juggler

    Forge Item Juggler Do you ever get annoyed at others for dropping their old gear right on top of your juggle pile? Have you ever had the issue of trying to click an item that a mob is standing on only to click the mob and attack it? Have you ever tried to pick up an item, but instead started to rez a fallen teammate? Look no further, this mod solves all of those issues! Description: This mod was designed to make it easier to pick up items without having to rely on the action button or trying to rotate the camera to click the desired item. Using this mod will also make juggling items much easier, especially for healers. Features Assign hotkeys to pick up specific items based on the current preset. Customize up to 5 different presets of 4 items - The presets are named: Tank, Mage, Healer, Darts, and Runner. Set the default preset for each character. Toggle the presets while ingame. Ask players nicely to use the item you are trying to get. Automatically drops items at your feet if you are not moving. If you are moving then the standard drop system is used. Holding the "Drop Item" key when attempting to get an item will drop the currently equipped item at your feet before getting the requested item. Notes: Dropping items at your feet is slower than the default drop system. Compatible with Forged Forge. Please report any bugs to me via steam or here. Feel free to suggest additional features. Direct Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1577638596 Screenshots:
  17. Forge Health Tracker

    I introduce my newest mod! The Forge Health Tracker! It uses revolutionary technology to send your damage done to other mobs to the other clients, forming a health tracker, when all clients run this mod! This requires all clients to run this mod for it to work, but when you do its delicious! credits to the following mods for there wonderful GUI stuff: Simple Health Bars DST by DYC Epic Boss Healthbars by Tykvesh
  18. Hello, I accidently made the previous thread in DS single player section. I created my own basic mod with basic tweaks but I cant make it work. Can anyone advices me on how can I make it work? Here are the mod folder and .log files. I'm sure it's easily solveable but I couldnt figure out how can I make it work. Kendi Modum.rar client_log.txt
  19. I present No Container Blocking which allows multiple people to access the same chest/crockpot/fridge/ect at the same time. this mod make clever use of DST's networking system to cause 0 extra lag when only a single person opens the chest, but then seamlessly swaps to my system the second a second someone opens a container. You can't dupe items, or any other "cheaty" thing you might think. This mod requires Gem Core.
  20. When I put an item of mod into a shelf, the item's image will be invisible. how can I fix it to show an item's image on a shelf?
  21. i tried everything to fix it but nothing works my last hope is that there's a way to turn on mods from inside the game scripts or by opening ( ` / ~ ) [ console commands ] and removing this please help i literally can't play the game without mods it's too damn annoying.
  22. <Still no idea where to put this> Well this was planned to be an Update to "Big Chill", but it kinda evolved into its own thing. <So what is Big Freeze all about?> I modeled the world-gen script off of the "Helicona" preset rather then using the "default" one this time round. I focused more on customizing the different subworlds this time round as well and yes I remembered to change the "Name:" property so that it'll work correctly in debug mode. <New subworlds> -Naturem subworld This subworld generates next to the starter world and will give you access to a natural gas geyser and a steam geyser. Unlike its previous iteration found within "Big Chill" it should no longer completely rap around the starter area. I've also given it its own custom biome. Basically think of it as a extra bit of starter area. I also found that in testing you have a small chance that this subworld will not spawn at all. You also have a chance of having this rap around your starter area completely like it did in "big chill".(and everything in between) -Hot Jungle This putrid mixture of Slime-lung and chlorine is know as the Hot Jungle. Strangely the live in this subworld has managed to drastically increase its temperature compared to the rest of the asteroid, but your dupes may prefer to not venture in too deep. This will provide you with another Steam geyser and Natural Gas Geyser. You will also be able to find a Chlorine Geyser(I set this to a 100% chance) -Frozen Oil fields Like the Hot Jungle, some dupes actively believe this region of the asteroid once also had a ton of live, but unlike the Hot Jungle the live here evolved to suck heat out of there environment. Although you can still find a few stray Wheezewords, sleet wheat outcrops and slicksters, most live that lived in this aria is long gone by this point. - The surface and void Few dupes would willingly venture out here without some protection. Impacts with other objects have left "Hot spots" on the surface as well. Similarly the empty, cold eternal nothingness that is the void would freeze them solid within seconds. Few gases or liquids don't turn solid here as the void itself is near a frosty 0 degrees Kalvin(in other words, near absolute zero). <Other changes> Increased the map size to 512 by 512 <Installation guide> >Go to steam >Right click Oxygen not included >Select Properties >Select the "Local files tab" >Select browse local files >open "OxygenNotIncluded_Data" >Make a backup the file "StreamingAssets" >Copy the contents of this zip into your "OxygenNotIncluded_Data" file >If you're using debug mode then don't select "Replace" if prompted >Else hit "Replace" >If you're installing a patch then I recommend you hit replace since those typically modify main scripts If you plan to use this with debug mode then activate this worldgen script with the "world(DEBUG):" option under the "Custom game" tab when you select "Start new game" from the main menu.(Set it to Big Freeze) If you're unsure then rather hit "replace" when prompted. <Older versions> <Version 1.4 : Rancher Upgrade Mrk1 update> All your dupes fall to there feet as the asteroid begins to shake violently. One of your dupes drags themselves over to your printing-pod's terminal. The asteroid, being knocked of course a few months back, has crashed into a caper-belt like cloud of, what your dupes refer to as, space junk. Some dupes reports that some of the geysers look different now And some volcanoes seem to be popping up -other notes I tried to maintain some randomness, so you may notice that some geysers are different on each new play thru. Also the optional patch still works, it gets updated independently -dev log This update is mainly here to address the new worldgen added with the Rancher upgrade mrk1. Sadly due to some annoying bugs with the menu system within the preview I found it exceedingly difficult to perform the update this time round. A followup update (probably 1.4.1) will address any bugs within this update after the rancher upgrade goes live so play with caution. Do note if no bugs are brought to my attention then this will be the final version until a new update adds more worldgen or I think of new things to add. Sorry if I sound down I'm recovering from a bit of a sickness and my nerves are fried after dealing with the aforementioned menu bug. <Files: Mod> <Legacy versions> big freeze V1.4.zip <Files: Patches> Worldgen_fixV1.0.zip <Closing notes> Remember use at own risk, this will significantly increase the time it takes to generate worlds and black hole repellent is sold separately. You may also make use of the scripts I wrote for your own thing if you wanted to. Also don't be afraid to suggest changes I should add below. I tested this with the latest Version 1.0-1.1 Occupational Upgrade preview build. Version 1.2-1.3 I tested with the latest Occasional Upgrade release build Version 1.4 I tested with the latest Rancher Upgrade mark 1 preview build
  23. Hello! So, I plan on making a character that changes depending on his stats. Now, since he is some kind of hybrid he will be faster than normal characters. I wish to make him slower to a normal speed once he reaches some % of his HP, since it will be lower than average is, making me cautious of it. Also when his sanity drains I thought about making his eyes glow! Now, can someone tell me, is that possible? What does it require if it is? I have many ideas for him, to make him useful when I play him but not OP as many people do since struggle in DST is fun, but I never did stuff like this.
  24. Hello! Many months ago my files for my mod corrupted and reverted back to the 'esctemplate' template mod, and so far I decided to (painstakingly) bring back the corrupted files by carefully copying and pasting the files into the correct folders and .lua files. Everything seems to work fine then until I update the mods and then everything reverts back to 'esctemplate' again. No matter how many times I attempt this, it gives me the same result. Hell, I've even manually restored everything instead of copy and pasting the lost files back and they still decide to disappear. It just started doing this one day and I've been really wanting to update my mod with new content, but I obviously can't. I have a good feeling the files are corrupt, but even then I can't put my finger on how that happened (I haven't touched the mod since I established it last year in October). Can anyone help me with this? I just really want to get back to updating my mod. If I left out some details, please tell me and I'll elaborate more on them.
  25. Hiya All, So I've been having a rough time getting the names_leonard and names_gold_leonard to appear on the character selection screen. I continuously looked over if I made any error and even looked over the tutorial (Using Extended Sample Character Template by Dragon Wolf Leo) I used for my mod and tried looking in the forums for the solution, I just can't seem to find one that works. As i'm about to show you below if I just select my mod the name doesn't appear, yet if i hover over the other characters their name would stay in place of where his name is suppose to be. I looked over it carefully everything looks correct so i'm pretty stumped at what I am suppose to do. The png pictures of both names_gold_leonard and names_leonard automatically compiled the .xml files by the don't starve mod tools I've done that over and over and got the same result. Files that work but won't appear in game selection. Any help would be appreciated i'm not much of a wiz with finding solutions to something like this. Thank you all for your time and hope to hear from you all soon.