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Found 8 results

  1. Version 1.0.4

    35 downloads

    Prefab Counter [DST] Easily count a configurable list of prefabs/items in a world, like walrus camps, amount of reeds, etc., to quickly check if a generated world is worth playing. Just run PC:Count() in the remote console to show a fresh count of the items in the current shard. Features and Usage The Prefab Counter mod is purely server-side, intended to be used by a server admin to get a quick overview over the generated Overworld and Caves to see at a glance if worlds have been generated with enough resources for the intended playstyle. Typically, one could be interested in the number of walrus camps, reeds, marble sources, or planted mandrakes, and if the world spawned with too little of a resource, a new chance is just a simple world regeneration away. Go ahead, whisk away the lives of every single soul inhabiting the constant, without a second thought. To count the configured items/prefabs in the shard you're currently in, simply run PC:Count() in the Remote Console as an admin, and the results will be printed to the chat and server log as a system message. After the results fade out, you can open the chat again (default key: Y) to see the text for as long as you need to ponder bringing armageddon upon the world. You monster. Certain items only ever spawn in the Caves, so if you're interested in those, you'll have to enter the Caves first and run the same command there to count again in that shard. The same applies to any other shards you may have set up in a multi-shard cluster. The mod can count the following items, prefab names given for reference: Ancient Statues ("ruins_statue_head", "ruins_statue_mage") Ancient Statues, No Gems ("ruins_statue_head_nogem", "ruins_statue_mage_nogem") Anememies ("trap_starfish") Beefalos ("beefalo") Beehives ("beehive") Berry Bushes ("berrybush", "berrybush2") Broken Clockworks ("chessjunk1", "chessjunk2", "chessjunk3") Clockworks ("knight", "bishop", "rook", "knight_nightmare", "bishop_nightmare", "rook_nightmare") Juicy Berry Bushes ("berrybush_juicy") Killer Beehives ("wasphive") Mandrakes ("mandrake_planted") Marble Pillars ("marblepillar") Marble Statues ("statue_marble", "statue_marble_muse", "statue_marble_pawn") Marble Trees ("marbletree") Maxwell Statues ("statuemaxwell") Merm Houses ("mermhouse") Monkey Huts/Pods ("monkeyhut"/"monkeybarrel") Pig Houses ("pighouse") Rabbit Hutches ("rabbithouse") Reeds ("reeds", "reeds_water") Saplings ("saplings") Spider Den 1/2/3/Queen/Eggs ("spiderden"/"spiderden_2"/"spiderden_3"/"spiderqueen"/"spidereggsack") Stone Fruit Bushes ("rock_avocado_bush") Volt Goats ("lightninggoat") Walrus Camps ("walrus_camp") Wormholes ("wormhole") Counting any of these items can be disabled in the configuration as required, all items are counted by default. You may also choose to not show any item with a zero count to reduce the amount of text to read. By default, however, all results will be shown. Documentation, Sources, Development This mod is developed on GitHub, where you can read the current documentation and installation instructions, as well as find the sources. If you encounter any issues, bugs, or have a feature request, please create an issue on GitHub, as all development is focused there. You may also find your issue already addressed in an existing issue. Sources: https://github.com/gyroplast/mod-dont-starve-prefab-counter Also available on the Steam Workshop with ID 2618765953.
  2. Last time I made a thread, it was about the woodie rework, a user named serpens pointed to me out I should use modmain whenever directly changing a pre-existing game file, in this case woodie scripts; However I have no clue how to do so, I'm gonna post some code that it's in the woodie and that I want it to be in the modmain, if someone could help me, because I had to redo my whole mod because a new update bricked it, I don't wanna be updating each time they update the woodie script. I used a compare plugin on notepad +++ to easily spot these changes from the woodie original script to my modded one. woodie.lua lucy.lua modmain.lua
  3. Hi all, haven't done a whole lot of coding for a while, but I'm trying to add owls to my Moar Birb mod, as someone requested I was thinking of setting up the owls similarly to buzzards, with a corresponding spawner, but I would like the spawner to work more like the birdspawner, or at the very least not have any shadows. here are the files, obviously the anim files don't exist yet, but I want to make sure I'm on the right track: owl.lua owlspawner.lua
  4. quick question where would you find effect prefabs like small_puff
  5. My mod adds the component moisture to mobs, allowing them to get wet from water balloons. No problems occur with mobs that only have one prefab listed under in their lua. For example, frog.lua is simply frog. This is what I would add in the local function fn(). inst:AddComponent("moisture") The issue arises with mobs that have multiple prefabs listed under a single lua. For example, koalefant.lua has both "koalefant_summer" and "koalefant_winter" as well as common function for the basis of their creation. What I've done is implemented that code above into the common function, but in the modmain.lua, refer to both prefabs of the mobs. This results in a crash, and I only have this issue with mobs with multiple prefabs. I'm new to modding in general and not the best coder. Any help is appreciated. Attached are the modmain.lua, modinfo.lua, as well as the crash logs and the mod itself. The only difference between the one attached here and the one I've published on steam is the addition of the koalefant.lua and addition of the prefabs "koalefant_summer", and "kalefant_winter" in the modmain.lua. Thank you. To put in workshop.zip client_log.txt
  6. Ok, I created a custom item for a character mod that works. All I have to do is add the item's "characteristics" in it's prefab folder. I want this item to give my player the ability to teleport just like the teleportation wand. I tried digging for the Orange staff's prefab file but I don't know how to piece it together. Can you send me a coding text that I can simply copy and paste into my item's prefab file? Thanks a bunch
  7. hello. i am new to DST modding and tried to make a character but got a vast majority of errors, after looking in log.txt 9000( or over ) times i got an error i could not fix, any help appreciated. pleeeeease don't use the art, i do not see why you would want to as it is bucket tool on paint.net over wilsons art but whatever. log.txt Michaelh.zip
  8. For some reason I can't upload any pictures or change my avatar, when I try to change my avatar it linked me to a page saying this: Internal Server Error The server encountered an internal error or misconfiguration and was unable to complete your request. Please contact the server administrator, webmaster@forums.kleientertainment.com and inform them of the time the error occurred, and anything you might have done that may have caused the error. More information about this error may be available in the server error log. Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request. Also, when I try to post a pic, it will make an error pop up or not do anything at all, just taking away the add picture gui with no pic on the post.
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