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Found 82 results

  1. As said in the title, do you think Wurt should get a change? If so, should it be a rework, like willow, a refresh, like wigfrid, or a simple change, like wormwood in RWYS
  2. For the first time i bothered to try to summon Lord of the Fruitflies and from what i understand from wiki. I need to have 15 or more fully grown crops close to each other. Well ... Attempt 1 - Fail Attempt 2 - Fail What am i missing? I did what wiki told me (i think) and my world is old enough for Lord to spawn reliably (apparently)
  3. How often can i get Knobbly nuts from naturally spawned Giant Knobbly Trees? What's the exact cooldown? Cause i can't seem to find info about this.
  4. I'd like to override the staff spellcasting animation with the horn animation
  5. I kind of want to know as I recently managed to get my hands on a Series X, One thing I noticed that completely disappeared was lag of almost all sorts I was able to get back onto my trashy world (a lot of trash on the ground due to mismanagement of chests) without day transition lag and actual lag of any kind, so I was wondering if it was possible for Klei to actually change DST on newer gen for example adding more intensive things of that sort? (I'm not trying to be ungrateful I'm genuinely asking a question)
  6. im interested in getting more into the technical aspect of creating custom characters (special abilities and items, custom animations, custom pets, etc) but i'm having trouble finding up to date guides/tutorials and i've had zero luck finding any documentation. other than whats in the pinned threads, does anyone have anything that could be of any help? thank you!
  7. How make build.bin for animation?
  8. ... in all scenarios? The video shows a hard problem for me when dupes queue up, plus that 2 of them have the same speed. no3some.mp4
  9. that I can look at? I've googled it, not much luck. Thanks.
  10. For some reason, I can see the mutated seeds and I can even see them on the ground but I cannot plant them on the farm tile. Notice the grayed out "plant" button.
  11. When I play with friends on the same server, the modification is enabled, but when I play one , my item works. As if the subject does not work, it is as if there is no subject. Here is the item code. local assets= { Asset("ANIM", "anim/wedge_breeze.zip"), Asset("ANIM", "anim/swap_wedge_breeze.zip"), Asset("ATLAS", "images/inventoryimages/wedge_breeze.xml"), Asset("IMAGE", "images/inventoryimages/wedge_breeze.tex"), } local prefabs = { } local function fn(colour) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wedge_breezes", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wedge_breeze", "wedge_breeze") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wedge_breeze") anim:SetBuild("wedge_breeze") anim:PlayAnimation("idle") inst:AddTag("sharp") inst:AddTag("pointy") --weapon (from weapon component) added to pristine state for optimization inst:AddTag("weapon") MakeInventoryFloatable(inst, "med", 0.05, {1.1, 0.5, 1.1}, true, -9) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPIKE_DAMAGE) ------- inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(TUNING.GLASSCUTTER.USES) inst.components.finiteuses:SetUses(TUNING.GLASSCUTTER.USES) inst.components.finiteuses:SetOnFinished(inst.Remove) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wedge_breeze" inst.components.inventoryitem.atlasname = "images/inventoryimages/wedge_breeze.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst.components.equippable.dapperness = TUNING.CRAZINESS_MED inst.components.equippable.is_magic_dapperness = true return inst end return Prefab("common/inventory/wedge_breeze", fn, assets, prefabs)
  12. I haven't played dont starve together for some time (a long time), and so I was surprised that I had a lot of unopened chests left. Clicking through them revealed that most was just promotional chests or whatever they are called - those that have beards and wormhole skins. But one of them was empty - atleast it says so in the decription, because I haven't opened it yet. Does anyone know how I got it? And is it really empty?
  13. Hello. I am going to start off by saying I looked through the thread by PeterA on net_vars. I also tried Googling it but nothing shows up that is relevant or helps me understand any better. For the record, I am still learning LUA, and as such, there are many "complex" things about it that I don't understand. I have looked at LUA tutorials as well but they still somewhat fly over my head because I have no prior coding experience. Regardless, I'm still extremely determined to finish the character mod and have made tons of progress thanks to my friend, @poolcool2. I have been told here that I should learn how net_variables work in order to accomplish what I want to do as mentioned in this thread I made. I am just trying so hard to understand that it's really frustrating having to rely on everyone explaining what every tiny thing is to me in Dummy's Simple English. Though, if anyone knows of any good resources that explains LUA and/or net_variables and what they are/how they work in an easy to understand way, please share them with me too! Thank you and any help at all is greatly appreciated!
  14. How to prevent my character from wearing some hats. My character has horns when he puts on his hat horns are cut off.
  15. I want to make the Spooky Dance in DST but I forgot what tools to use, and how to use them. I am not very experienced in mods, but the only thing I ever was able to make was a song play on loop.
  16. So there was a mod made by a user that put Adventure Maxwell (or Tall NPC Maxwell) in game, but the page to it leads to this: "Sorry! An error was encountered while processing your request: There was a problem accessing the item. Please try again. Here's a link to the Steam Community home page." Did Klei get rid of it? It was a really amazing mod like the Throne you can get stuck on. I just need to know what happened to one of my favorite mods that I liked to use.
  17. I was wondering mod characters that look like the characters from Friday Night Funkin'? I want to be the characters in DST but I cannot seem to find anything that fits.
  18. Hello there (General Kenobi) Every once in a while while generating maps the lunar island will appear either very close to the main land (sometimes even "choking" out a biome causing a thin main land road with two lunar island biomes on left and right) or even connected to the main land by a land bridge. I've looked through some scripts related to either the map gen or the rooms and can't figure out what exactly causes this to happen. Someone on reddit said a few months ago that he looked at the code and that it was a 10% chance for it to be close to the main land and a 1% chance for it to be connected to the main land.. What is the script that allows this to happen?
  19. So... I making a character who can eat cutgrass. I have made different attempts but I have not come to anything yet, any help would be very helpful. I am quite a novice using the code. Thank you very much! Thanks
  20. Hi, I am trying to edit a shared loot table (volt goats, specifically). My questions around this are thus: 1: is this table set every time a prefab loads? (does spawning a goat reset the table? Or is it set once, and once only?) 2. If the answer is the latter, where could I put my edit such that it is performed after the table has been set? I could put it in a AddPrefabPostInit function, but it seems wasteful to do that every time a goat spawns. I might just be over complicating this, but I am genuinely interested to know how you would do this for general knowledge. Does anyone have a link handy for what systems load in what order in DST?
  21. Hello! It has been a while since I have worked on modding, so i'm pretty rusty. (Not that i was good to begin with) I'm looking to replicate something similar to Wortox's teleport ability but without the use of souls/blinkstaff without an item, i have gotten it to work with the use of souls but it seems to me the only other bit I need to change is the blink action itself. ACTIONS.BLINK.strfn = function(act) return act.invobject == nil and act.doer ~= nil and act.doer:HasTag("soulstealer") and "SOUL" or nil end ACTIONS.BLINK.fn = function(act) local act_pos = act:GetActionPoint() if act.invobject ~= nil then if act.invobject.components.blinkstaff ~= nil then return act.invobject.components.blinkstaff:Blink(act_pos, act.doer) end elseif act.doer ~= nil and act.doer.sg ~= nil and act.doer.sg.currentstate.name == "portal_jumpin_pre" and act_pos ~= nil and act.doer.components.inventory ~= nil and act.doer.components.inventory:Has("wortox_soul", 1) then act.doer.components.inventory:ConsumeByName("wortox_soul", 1) act.doer.sg:GoToState("portal_jumpin", act_pos) return true end end I'm going to need a new tag and remove the "and "SOUL" or nil" bit, but then if someone plays wortox that will mess them up i assume. Basically the question is, how can I make a new one of these actions without hindering other characters, i assume I shouldnt touch the actions.lua file at all, and if that is the case how would I do that in my character file? Bonus questions: How can i make custom localization so it does not say Soul hop, and make it say something else? Is it possible to change the key bind wrong right clicking to another key? I currently have it possible to use a keyhandler, but i'm not sure how to pass in anything other than right click local function GetPointSpecialActions(inst, pos, useitem, right) if right and useitem == nil then local rider = inst.replica.rider if rider == nil or not rider:IsRiding() then return { ACTIONS.BLINK } end end return {} end the "right" is there, but trying to change it to a key value like 122 will not read correctly like I have for other things. Thanks in advance!
  22. it'd be awesome if i could let my character gain more sanity than average upon picking flowers! flowers give a +5 sanity boost. if i can double this to +10, that'd be perfect! i've looked around in a "making basic character perks" guide and have tried both "Erase/Increase/Decrease an existing sanity regen/damage on an item" on the prefab "flower", and also "Add a sanity aura heal/damage to an item/creature" to the prefab "flower", as well as "petals". none of these approaches have worked, so i'm wondering if anyone else out there has any idea how i can achieve this? ;3; tysm in advance!
  23. about a month ago i had been working on a mod and looked around for a code of some sorts for what i want to achieve: making my character cook faster than average. i successfully found one, and it was working perfectly at the time! now it doesn't seem to be working and i'm very confused as to why. local old_cook_fn = ACTIONS.COOK.fn ACTIONS.COOK.fn = function(act, ...) local result = old_cook_fn(act,...) local stewer = act.target.components.stewer if result and stewer ~= nil and act.doer:HasTag("mycharacterprefab") then local fn = stewer.task.fn local t = GetTaskRemaining(stewer.task) stewer.task:Cancel() stewer.task = stewer.inst:DoTaskInTime(t*.5, fn, stewer) end return result end this is the code in question. this is all i've tried, to no avail: - adding it to character.lua by itself - adding it to character.lua inside of local master_postinit = function(inst) - adding it to modmain.lua at the very bottom could anyone explain to me what i'm doing wrong, and maybe give some pointers as to what i can do to fix this? ;; thank you very much in advance! ❤
  24. Hello, I have a question. So I want to give my character the ability to give others a damage boost when using a staff item, is there something like "inst.components.locomotor:SetExternalSpeedMultiplier(inst, "mycharacter_speed_mod", 1)" but for damage instead of speed that i could use. ive looked trough the combat.lua component but couldnt find anything that i could use. I believe wont be able to use "inst.components.combat.damagemultiplier" because i believe that'l mess up characters like wolfgang and wigfrid (and modded characters). Unless this isnt the case i'd really appriciate the help!