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Found 9 results

  1. 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?
  2. Introduction Hello everyone. I hadn't seen any tutorial dedicated to this topic. At the start I need to state that I am pretty lame in everything associated with modding, so don't expect sophisticated solutions. This tutorial is simple yet effective, I have to agree that it could be better but as I have said, I am just simple man. I have used my old projects to explain you the scheme of your custom follower. Template is based on this: Main Part To make functional follower you need to introduce the follower's: - main script [creature.lua], the corpus of you follower - anchor [anchor.lua], I have called it this way, because it attaches and provides easy summoning of the creature to your DST world - brain [creaturebrain.lua], yep, that's the brain, every action you require from your creature belongs to it - stategraph [SGcreature.lua], this file gives your creature ability to perform any visible action, because it's connected with animations and their realizations Locations Main Folder -> scripts -> prefabs -> [creature.lua] Main Folder -> scripts -> prefabs -> [anchor.lua] Main Folder -> scripts -> brains -> [creaturebrain.lua] Main Folder -> scripts -> stategraphs -> [SGcreature.lua] How to make mine template yours ? That's simple! Follow me this way! At the start, change my names [name.lua] into yours. [taern.lua] That should be your character's name. into local common_postinit = function(inst) goes inst:AddTag("summonerally") Add this tag to prevent summoned creature from attacking your character and vice versa. and local master_postinit = function(inst) goes inst:AddComponent("reader") It will let you read books, which is crucial for this method of summoning follower. [creature.lua] Change name 'creature' into yours follower's name. Using Ctrl+F in Notepad++ as shown in ESCT tutorial by Dragon Wolf Leo. That's your follower's appearance [Main Folder -> exported -> creature] You can call it what you want to, but it must match [name in exported] and all other references in whole mod to work properly. [anchor.lua] Change name 'anchor' into your summoning item. [creaturebrain.lua] I am not sure if changing CreatureBrain name will affect anything but just to be sure you can try. function CreatureBrain:OnStart() local root = PriorityNode( { WhileNode(function() return IsNearLeader(self.inst, KEEP_WORKING_DIST) end, "Leader In Range", PriorityNode({ IfNode(function() return self.inst.prefab == "creature" end, "Is Duelist", PriorityNode({ WhileNode(function() return self.inst.components.combat:GetCooldown() > .5 and ShouldKite(self.inst.components.combat.target, self.inst) end, "Dodge", RunAway(self.inst, { fn = ShouldKite, tags = { "_combat", "_health" }, notags = { "INLIMBO" } }, KITING_DIST, STOP_KITING_DIST)), ChaseAndAttack(self.inst), }, .25)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Chopping", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.CHOP) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Mining", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.MINE) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Digging", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.DIG, DIG_TAGS) end)), }, .25)), Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), WhileNode(function() return GetLeader(self.inst) ~= nil end, "Has Leader", FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn)), }, .25) self.bt = BT(self.inst, root) end Those lines inside of this chunk must match your prefab's name. If it won't match your follower is not going to perform those actions (fighting,mining,chopping,digging) ex. 'Creature' =/= 'creature' and your follower will not dig out objects in this case. [SGcreature.lua] Change name 'creature' into yours follower's name. If you want your creature to be non-humanoid you can play with stategraph to match your animation's frames, but I don't know how to achieve rewarding results. [modmain.lua] PrefabFiles = { "taern", "taern_none", ------------ "creature", } Change name 'creature' into yours follower's name one more. Add this: Assets = { Asset("ATLAS", "images/inventoryimages/anchor.xml"), Asset("IMAGE", "images/inventoryimages/anchor.tex"), Asset("ANIM", "anim/creature.zip"), } This will make your item [anchor] avaible to craft and use. Just remember about CAPITALS. GLOBAL.STRINGS.NAMES.ANCHOR = "Anchor" GLOBAL.STRINGS.RECIPE_DESC.ANCHOR = "Allows you to summon your custom creature into this world." GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.ANCHOR = "Is this a Ouija board ?" local anchor = Ingredient( "anchor", 1 ) anchor.atlas = "images/inventoryimages/anchor.xml" local anchor = AddRecipe("anchor", { Ingredient("feather_crow", 2), Ingredient(GLOBAL.CHARACTER_INGREDIENT.SANITY, 20), Ingredient("goldnugget", 4)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, nil, "images/inventoryimages/anchor.xml") You will need to create additional: - [Main Folder -> exported -> anchor] for your item if you want to see it in game. - [Main Folder -> images -> inventoryimages] and place your 64x64 icon of item TEX and XML. Change names in XML too. Appendix So everything beyond 'vanilla' tutorial is added by me to make your life easier. If you have created your first custom character you won't have problems with distinguishing extraordinary files connected with custom follower. I have attached my template just few lines under this block of text. Have fun with your digital friend P.S. I know my english is not perfect, but I think it's pretty understandable. Well if not just write a comment below and I will try to help you the best I can Download the template here -----> Taern - Follower Tutorial.zip
  3. My sister recently made this thread and we fixed the initial problem we were having with critters, but now I've run into a new problem that I don't know how to solve. My critter is invisible and the crafting image is randomly showing items from the game instead of the image I have made (It was a spider egg first, then it was this raincoat pictured here, and then my last attempt had a football helmet.) I used the kitty kit's anim and build making sure to rename the build file to my critter's name, I made sure the it was a zip instead of rar, I followed tutorials on here about tex tools and such, but I can't figure out why my critter is still invisible. Here's my files: Artemis.rar
  4. Hi sorry but does anyone know how to spawn a custom pet by wearing a hat/helmet/mask? Or simply just activating an item in the inventory? What are the codes to do this? I don't understand how to make the textures for the pet too. Thank you to whoever can answer my request.
  5. Introducing Walker & Wollie, the Companions! You can see all the juicy details on the steam page - http://steamcommunity.com/sharedfiles/filedetails/?id=756768052 Basically, Walker is another pet-class character in the vein of Wendy, but with more interactions and incentive to always keep him alive and with you. Wendy pays a price up-front for Abigail, Walker pays a price if Wollie bites the dust. Tell me what ya think, forum peeps!
  6. Not all hounds are bad. ~~~~~ I took the pet hound from my Polygone character and allowed it to follow anyone. However it won't be so easy for anyone else, first you have to make a Prestihatinator, then gather some glommer goop along with a few other materials in order to craft a collar. Drop the magical collar on the ground to summon a fluffy friend of your very own. Hounds have massive health and a decent regeneration, and will follow whoever is closest to them. They'll attack anyone or anything their current leader attacks, but care should be taken not to hit them as they have no problems with defending themselves from abusive owners. They do not need to be fed, do not sleep, can't be frozen, and won't catch on fire. (Note they will still take fire damage, they just won't go up in a blaze like most hounds) They're also ignored by all other mobs, even Tentacle Spikes and Giants, and will continue to follow their current owner even after the owner's death. Overall, your new pet will be a strong tank for difficult enemies and will help distract and stun anything you might otherwise need help dealing with. Care should be taken however, as they are not invincible and if they die there is no way to revive them and you will have to make another collar to get a new pet. For now, all hounds summoned will be named Koko, but I'll give them a bunch of random names to choose from at some point in the future. ~~~~~ Through the magic of science, it has been determined that interdimensional hounds like to eat two kinds of gems: Blue, and Red. If fed a blue gem, a hound will cool off and be able to not only land more deadly strikes but also mend their wounds at a significantly increased rate! However, red gems anger the hounds and turns them a fiery red. This also increases the damage, but not as much as the blue gems seem to. However, in it's angry state the hounds attack far faster than their blue counterparts and they do have an increased ability to heal as well as being completely and utterly fireproof! Isn't hound science fun!? Steam Page: http://steamcommunity.com/sharedfiles/filedetails/?id=440357000 Got PvP/want less OP hounds? Check out the other hound mod I made with somewhat more balanced hounds! No more transformations, but hounds are actually killable by a player now: http://steamcommunity.com/sharedfiles/filedetails/?id=443520889
  7. I just noticed you have the same name as me! www.dramabutton.com
  8. Do you like the idea of durible houses that you are constantly haveing to go and get spider silk, rocks and pig flesh to keep them standing? Also you have to get candles (That also run out of durability.) to keep the inside lit, candles are made with beez wax and grass tufts. Please leave you'r thoughts to this.
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