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Found 12 results

  1. MODS IN MENU IS BACK, BABY! And this time, it's here to stay! No more hand-holding No more spammy tables in the modinfo No more crashing with every Klei update Now fully open with limitless capabilities Fully loads server mods on the clientside Able to access a mod's configuration Allows for Postinits, Prefabs, and Assets to be added Put characters in the main menu Insanely easy and user-friendly How does it work? I'll tell you! A brand new tab will appear in your mods menu. Click it and you'll be able to view mods that are compatible with Mods in Menu! And that's it! Click apply and you will be able to see changes that mod wants to make to the main menu! Ok, but how can I make my mod compatible? Simply add a modclientmain.lua file to your mod. Treat this modclientmain as if it were a second modmain that only loads clientside. (because it is) And that's it! Your mod is ready to access the clientside! Okay but in all seriousness though, there's a few important things I need to note and go over. Firstly, an explanation of what exactly is going on here to help those newer to code understand. Your modmain.lua file is essentially the starting point of your mod when it is loaded. It brings in assets, prefabs, and game changes, all starting from that single file. The new modclientmain.lua is essentially the SAME EXACT THING with all the SAME EXACT CAPABILITIES. However, it is loaded on the clientside via Mods in Menu! "Okay but why would I need that? I could just set my mod to be clientside!", I hear you audibly questioning from your brain. And I have an answer! Making your mod clientside will prevent it from being enabled serverside! This is bad for a modded character for example. This feature is mainly there for server-only mods to reach their characters and items into the main menu for users to enjoy more features! Now I've gotta cover some basic restrictions and changes that everyone should pay attention to. First, your mod's priority. It is very important that you do not reach this priority number (-2147483647) with your server mod as Mods in Menu MUST load after all server mods to prevent major issues. If you need your server mod to load on the backend then do -2147483646 instead. For those interested, all mods loaded by MiM will then load AFTER MiM using the normal priority rules. Next thing to note, is that when working with your modclientmain your goal is to use the absolute minimum code/strings/assets possible! The entire reason Klei originally moved server mods to not enable on the clientside is because they wanted to cut down on load times. Keep this in mind when working with your modclientmain and only require assets/code that is absolutely necessary for your character or changes to appear in the main menu as intended! Depending on your programming experience, there's a multitude of ways that you can use your modclientmain! Handle your modmain and modclientmain files completely separately. This is the easiest for those not too familiar with code but takes more time and effort to upkeep. Have both your modmain and modclientmain require a common file that will register all assets/prefabs/strings/etc that would otherwise be shared between both files. This makes upkeep nice and easy and it cuts out all repeating code. DO NOT DO THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING. Calling modimport("modmain") will load your modmain file, leaving the modclientmain practically untouched and load your full mod as intended serverside. This will be the optimally efficient way to handle your mod but things can go south quickly if you don't do it right, it can be dangerous. There are a couple IF checks to help out with the 2nd and 3rd methods to ensure you don't load serverside things on the client! --This variable gets added to your modding environment by Mods in Menu --Use this check to see if your file is being run on a server or by Mods in Menu if is_mim_enabled then --This is a check I found while building this API actually and it can prove to be quite helpful for mods enabled on both client and server --The gamemode will always return an empty string if you're in the main menu and not in-game if TheNet:GetServerGameMode() == "" then And that's all anyone needs to know really! Attached to this post will be a modclientmain file I whipped up as an example using the Whemy The Witch mod under the first handling method. IF THERE ARE ANY QUESTIONS, PLEASE FEEL FREE TO ASK HERE! SPECIAL THANKS TO: Erik for drawing the mod icon image (isn't it awesome looking?) Hornet for encouraging me and letting me use Hamlet characters as guineapigs Von for letting me use Whemy as a guineapig Get the API on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2415978456 modclientmain.lua
  2. Anyone knows how to connect to api with dont starve mod, and use get, post, put, delete functions?
  3. 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?
  4. Hi fellow modders After a very long time working on it, I'm happy to announce a brand new mod API that allows one to finally send data from shards to other shards it can be found at: https://steamcommunity.com/workshop/filedetails/?id=1378549454 This isn't the only thing it can do though and be sure to check out the wiki(linked below) to see all its features How to use: Go to the gem core wiki to see all its functionality: https://github.com/Zarklord/GemCore/wiki Very special thanks to: @Fidooop who made sure stuff was done right @rezecib for his wonderful upvalue hacker Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) 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, and use the LibraryManager module to auto subscribe and download it (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that use this library!) 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. What mods are currently using this to do shard networking: currently just one mod, but as more mods get released, I plan on keeping this list up to date as possible: The Laziest Deserter: https://steamcommunity.com/sharedfiles/filedetails/?id=1378613951
  5. DISCLAIMER: This guide is for modded items only. Klei prohibited creating custom skins for official items, and this library won't be able to add them. Hey everyone! Since I haven't found up-to-date and easy to use library for creating custom skins for items, I decided to make my own one and share it with you I used @Kzisor / Ysovuka's library as a base for mine. 1. Installation First of all, you'll need to download the library from here: Then, you'll need to put it in your mod's folder. I'll be using path scripts/libs/skins_api.lua. After that, you'll need to include this library for your mod. Add this line into your modmain: modimport("scripts/libs/skins_api.lua") All set! The library is installed, and we can actually add our skins. 2. Making custom skin prefab Unlike Klei's skins, modded skins use different prefabs for every skin. So, you can different properties for every skin! They even can have different functionality. So, you have 2 options: Make a separate prefabs file for skins (or each skin) Make prefab's skins directly in the base prefab's file. To register your skin you'll need to use CreateModPrefabSkin(name, properties) function, where name is a string with the name of your skin, and properties is a table. For example: CreateModPrefabSkin("dummy_formal", { assets = { Asset("ANIM", "anim/dummy_formal.zip"), }, base_prefab = "dummy", fn = formal, rarity = "Timeless", reskinable = true, build_name_override = "dummy_formal", type = "item", skin_tags = { }, release_group = 0, }) Assets: a table of assets for your skin; base_prefab: Prefab of the items you're making a skin for. fn: Prefab's constructor. Acts like a regular prefab constructor. rarity: Your item's rarity. reskinable: Will your item be reskinable using the Clean Sweeper. build_name_override: The build of the skin. The rest of the properties is only used by Klei, so it's better to just keep them unchanged. If you're confused about the Fn, here's an example: Let's say that you want to make a skin for something similar to a carrot. You have a constructor function: local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.AnimState:SetBank("carrot") inst.AnimState:SetBuild("carrot") inst.AnimState:PlayAnimation("planted") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("pickable") inst.components.pickable:SetUp("carrot", 10) inst.components.pickable.onpickedfn = onpicked return inst end To make a skin you'll need to create a new constructor like this: local function carrot_skin() local inst = fn() inst.AnimState:SetBuild("skinned_carrot_build") return inst end Here we create a default carrot (using fn()), and then apply some changes to it (change the carrot's build). After that, we'll need to return our skin, just like a regular prefab. At the end of the file you need to put: return Prefab("carrot", fn, assets), CreateModPrefabSkin("dummy_formal", { assets = { Asset("ANIM", "anim/skinned_carrot.zip"), }, base_prefab = "carrot", fn = carrot_skin, -- This is our constructor! rarity = "Timeless", reskinable = true, build_name_override = "skinned_carrot", type = "item", skin_tags = { }, release_group = 0, }) 3. Updating the recipe and adding strings After creating your skins' prefab, you'll need to update your recipe too. After you've added your item's recipe with AddRecipe, you'll need to call MadeRecipeSkinnable(recipe_name, atlas_data), where recipe_name is the name of your recipe, and atlas_data is a table, containing info about your skin's inventory image. MadeRecipeSkinnable("dummy", { dummy_formal = { atlas = "images/inventoryimages/dummy.xml", image = "dummy_formal.tex", }, }) The second argument is the table. Here you'll add atlas and image of the skin. Here, dummy_formal is the name of the skin, the atlas is a path to .xml file, and the image is the name of the texture. After that, you'll need to name your skin, using STRINGS.SKIN_NAMES table. Is works just like adding names to regular prefabs, but the name of the prefab has to be lowercased. STRINGS.SKIN_NAMES.dummy_formal = "Formal dummy" All set! Your modded item now should have its own skin. 4. Applying skins on placers. If your item is a structure and has a placer, you'll want to apply a skin to its placer too. To do it, you'll need to modify your MakePlacer, to make it look like this: MakePlacer("dummy_placer", "dummy", "dummy", "anim", nil, nil, nil, nil, nil, nil, placer) placer here is a custom function that'll be applying the skin itself. If should look like this: local function placer(inst) inst.ApplySkin = function(inst, skin) if skin == "dummy_formal" then inst.AnimState:SetBuild("dummy_formal") end end end Here placer function adds ApplySkin function. The skin argument is the name of the skin for the item. In this example, we check if the skin is dummy_formal, and apply custom build for a placer if it's true. That's all you need to add a skin for your item! If you have any questions or feature requests, feel free to ask them in the comments! Mods that use this library (You can use them as an example) The Dummy Mod
  6. I was trying to add a structure but when I checked the game files I noticed that that line was at the end, some had "nil, nil, nil, nil, 4" or "nil, nil, nil, 6" Recipe("minisign_item", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_ONE, nil, nil, nil, nil, 4) Recipe("fence_item", {Ingredient("twigs", 3), Ingredient("rope", 1) }, RECIPETABS.TOWN, TECH.SCIENCE_ONE, nil,nil,nil,nil,6)
  7. Version 1.0.2

    379 downloads

    This is the API for making your own skins for modded items. Guide on how to do it is here:
  8. I need help with API for a Don't Starve Mod: Deluxe Campfires Mod. This mod is in abandoned state. I want the fire and ice stars of this mod to drop, as the fire is off: Fire: 100% chance of 3 Rocks; 75% 1 Nightmare fuel; 5% 1 Red Gem; 5% 3 Red Feather; 1% 1 Fire Staff 0,5% 1 Dragon Fruit 0,5% 1 Star Caller's Staff 0,5% 1 Yellow Gem 0,5% 2 Thulecite Pieces Ice: 100% 2 Rocks; 100% 1 Nitre 100% 2 Ice 75% 1 Nightmare fuel; 5% 1 Blue Gem; 5% 3 Blue Feather; 1% 1 Ice Staff 0,5% 1 Blue Amulet 0,5% 1 Star caller's Staff 0,5% 2 Thulecite Pieces Comand lines in the files, Fire Star:------------------------------------------------------------------------------ if heatStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("redgem") elseif addLootItems == 2 then -- flame max level 9 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") elseif addLootItems == 3 then -- flame max level 6 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") end end end Comand lines in the files, Ice Star:------------------------------------------------------------------------------- if iceStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("bluegem") elseif addLootItems == 2 then -- flame max level 9 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") elseif addLootItems == 3 then -- flame max level 6 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") end end end heat_star.lua ice_star.lua Please help me!!! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I did make a litle progress: if iceStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("nitre") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:AddChanceLoot("nightmarefuel",0.75) inst.components.lootdropper:SpawnLootPrefab("bluegem") inst.components.lootdropper:AddChanceLoot("bluegem",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("icestaff") inst.components.lootdropper:AddChanceLoot("icestaff",0.01) inst.components.lootdropper:SpawnLootPrefab("blueamulet") inst.components.lootdropper:AddChanceLoot("blueamulet",0.01) inst.components.lootdropper:SpawnLootPrefab("yellowstaff") inst.components.lootdropper:AddChanceLoot("yellowstaff",0.01) inst.components.lootdropper:SpawnLootPrefab("thulecite_pieces") inst.components.lootdropper:AddChanceLoot("thulecite_pieces",0.01) elseif addLootItems == 2 then -- flame max level 9 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("nitre") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:AddChanceLoot("nightmarefuel",0.75) elseif addLootItems == 3 then -- flame max level 6 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("rocks") end end end --------------------------------This,above, is right? I realy don't know.
  9. MOD IN WORKSHOP! This mod replaces the main menu background with some videos. You can pause and skip videos to the next ones! Once you'll start the video, the main menu theme will be stopped, but when you stop the video, it will start to play again! For moders: This mod has its own API! You can add your videos! Guide: Many thanks to the Electroely. This mod wouldn't be possible without him!
  10. Version 0.8.1

    263 downloads

    Thread: http://forums.kleientertainment.com/topic/77146-release-quest-mod The API Mod: Every QuestMod needs the API mod to work. I developed the API mod, to allow every modder to create custom quests/rewards/shopitems (so I don't have all the work creating quests :D). The best way to start if you want to create content, is to look at my questsmods and how I did it. There is also explanation in the modmains. Basic mechanics: Go near to the pigking and he will tell you what task he has for you. Go up and down to hear more about the quest. There are 5 difficulties (1 to 5, esay to hard). The text of diff 1 quest is dark green. 2 is green. 3 is organge. 4 is red and 5 is dark red. Do what the pigking wants and visit him again to get your reward. Skipping: If you don't want to do the quest or it is impossible, you can do the emotion "annoyed" three times near the pigking. This will skipp the quest. Next Quest (default 1 day): In modsettings you can choose, how much time should pass, before the pigking is offering you another quest after solving/skipping previous quest (half time when skipping quest). Loop Quests (default enabled): The questlist of pigking contains a finite number of quests. After every quest was active, the pigking will offer no more quests. But if you enabled the modsetting "LoopQuests", the questlist is again filled with all quests and you can do them again for reward. Number of Quests: For some quests, like "Emote" and "Hunt", you can choose in modsettings of questmod how often you want those quests be added to the questlist. All other quests are only added once. So choose the number of emote/hunt quests according to how often you want to get those quests relative to other specific quests. Shop Mode (default enabled): In the modsettings you can choose if you want to enable "Shopmode". If enabled, you will get coins as reward for doing quests. The shopkeeper always spawns near the portal and you can buy some basic items from him. In modsettings you can enable chance to find coins when looting something. If you disable Shopmode, you will get random items instead directly from the pigking as reward. Blueprint Mode (default disabled): You can enable it in modsettings. This is a mode where you can't build any researchlab. Instead you have to find blueprints to be able to craft stuff. You will get blueprints and few coins as quest reward, but can also enable in modsettings a chance to find blueprints when slowpicking/working. Every found blueprint is also added to the shopkeeper, so every player can buy any found blueprint for 1 coin at the shopkeeper. I think this mode as potential, but at the moment I don't think it will be very famous. Maybe you have ideas to improve this mode? Adding/Removing Quest/Questmods after game start: It is no problem to add/disable a questmod to an already running game. The questlist of the pigking is updated accordingly. Only surface: For now only surface is supported. Quest completed in caves do not count, since communication between caves and surface is not eays. Work in Progress GitHub: https://github.com/Serpens66/QuestMod-Dont-Starve-Together Questmods that require API mod: http://forums.kleientertainment.com/files/file/1703-dst-questsserp-beta/ http://forums.kleientertainment.com/files/file/1704-dst-questshunt-beta/
  11. Version 1.1

    95 downloads

    This is a component for managing special mod music. Try to use it if you can. If you need a practical example, check out Soulful Alchemy. Don't mind the DirectorNode stuff, I was just too lazy to remove it. If you have any questions or concerns, tell me please!
  12. What is the best way for those mods to be compatible with each other? Is there any addendum function which can be hooked? I found only components.locomotor.bonusspeed variable, but it's just variable, and each mod will overwrite it.